#I'm obsessed with this aspect of his character
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lab-gr0wn-lambs · 1 year ago
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Daryl sign language compilation
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huesofvioletandpurple · 2 months ago
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one of the several things worth praising about drdt chapter 2 is how every single member of the cast has at least one moment where the spotlight is shone on them. like, at this point in the story, if you chose a character at Random, regardless of who you landed on, you could still make a pretty meaty video essay on them. 14 characters, nevermind 16, is still quite a sizeable cast, so the fact that the story's able to give everyone their time to shine, adding depth without anyone left forgotten, is really impressive to me
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nenoname · 22 days ago
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What are your thoughts on Hirsch?
i do genuinely respect him a lot (the fact that a bunch of the show was improvised is both horrifying and kinda amazing, standout examples being ford himself being written on the fly and also the last mabelcorn being written in a day) and love that he's insistent on the importance of found family and platonic affection, and that he's furious when people devalue family relationships if they're not directly blood related
but also a bunch of his ford takes are pretty iffy (even if he's gotten somewhat better about him recently) and he's pretty "two steps forwards, a bunch of shuffles back" about treating the abusive relationships he writes cos it was like "oh he's talking about it normally for the panels--" and then that charity stream was basically a cannonball to any goodwill he built up
also god damn he's bad with writing romance and picking side ships in general (tad/woodpecker guy is the most 'picked random names outta a hat' shit), especially when he's fully aware that it gets fans sidetracked from the main points he's trying to make with the series
his current take of bullying and shaming ai shills however? excellent! love to see this when people are going "uwu if we ignore them stealing and being shitheads maybe they'll go away there's nothing we can do anyway" defeatist bullshit-- do it hirsch!!! send your legions of obsessed fans after those morons!!! him openly bitching about how disney execs are a bunch of spineless cowards is great too
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therevengeoffrankenstein · 1 year ago
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the implications....
folie a deux meaning / folie a deux album cover / pete's bear hat(s)
#myevilposts#pete wentz#also the teddy bear rug would be fun to mention in this discussion but these ones are more serious.#the thing with pw is that sometimes he does things that are so devious and strategic and genius and sneaky and poignant#and other times it just seems that way and was actually just him being silly.#this goes both ways btw.#like a lot of mania era stuff i feel was mocked as him being silly but was actually deep and then a lot of older stuff#that people obsess over dissecting was actually Not That Deep on his account at least.#it's kinda not his fault that he's a cartoon character. kinda. but he knows how to lean into it.#pw understands camp better than 99% of users on this website tbh.#fall out boy#also pete and bebe wearing matching bear hats during hiatus. is like exactly what i'm talking about. lol.#the implication being that the bear/becoming a bear represents embracing the madness and becoming one with the grizzly bear#that the human in the bear costume is carrying on the folie cover.#i feel like it's not a coincidence that the guy looks like pete too. it might be but i always figured it was intentional.#the grizzly bear/real life equivalent to the madness of folie a deux as a condition is open to interpretation more#i think. obviously it could represent the co dependence between pete and patrick. but it could also#represent pete's marriage as a whole to the band/his work.#i think it's most noteworthy again that he wore the bear hat matching with bebe DURING HIATUS.#similarly to the stump club shirt i feel like it's pretty clear he was incredibly torn up about the hiatus.#maybe it's that pete had a co dependent relationship with his public image/identity within the scope of fob's fame.#A LOT of black cards calls back to fob / is in response to or commentary of his fame from fob.#because of course it did/was. fob was intrinsic to his celebrityhood. and that celebrityhood obviously was intrinsic to him.#this is not to downplay the other aspects of his identity. the opposite actually.#especially considering that his public image was so skewed and dumbed down and he was rightfully very upset about that#and that is very prevalent/important/vital i think to understanding things like black cards as a whole.
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yanlei-a · 2 years ago
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and also bc i'm incapable of posting in one of their blogs without thinking about the other..... there are obvious options like spirit of darkness or some shit like that but: spirit of sacrifice.................
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hesperidia · 6 days ago
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Rei is so good at switching between personalities, not even Koga (arguably one of the people who know him the most) could decipher him. He is so scared, scared that the Rei he became so close to and fond of is a meaningless persona and feels so distant from him. Knowing Koga, he wants to close that gap the most he can (in a not so subtle obsessive way).
All this worsened by one of Souma's comments to Koga (earlier on the story) paraphrasing, he told Koga to his face his loyalty to Rei was not reciprocated, which made him all self conscious.
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And Adonis!!!! drops this on him (Adonis insight is always so overlooked i swear, people should pay more attention to him):
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By the way the Jesus imagery here is so fascinating. This + the canon fact that people used to visit Rei at the cemeteries he used to frequent as a child to ask him for guidance are some of the most obvious examples (but the thing is Rei is just a normal person without any supernatural qualities, just has an insane amount of charisma and is very intelligent. this of course bites him back and makes his life miserable but that's a whole other can of worms for another day)
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Like, both Koga and Adonis have such a different and striking first impression of Rei who made them want to follow him to the ends of earth (and in turn, Rei does watch over them with care proving the devotion is in fact, reciprocated) but what Adonis says is true, they are probably misjudging him!!! and Rei himself at times does not know who he really is or wants to be, but later on we see him loose up with them and see the goofy and lively side which is his true self* shine through. And it's all thanks to Koga, Kaoru and Adonis (among other ppl but these three are like. the pillar) uuuu undead the world<3
*what i personally think it is because he's such a difficult character to analyse and there's so much i can do
#en💫 liveblogging#in the tags because the post is long enough itself the thing that makes the rest of undead be so good for rei to be around is that#they can all acknowledge he's outstanding and all but they do not feel like less beside him. in this same story koga (on a flashback)#complains to keito about how after deadmans disbanded he couldn't find people to group with because they all licked rei's boots#koga cannot understand why keito wouldn't continue with the unit because he does not know keito ultimately wrongfully idolised rei as a god#and you bet keito was not going to admit the real reason they had a falling out to him.#koga might be starstruck but he is the first to call rei out and the one who pulled him out of the grave; figuratively and believes he can#reach him and be his equal. i have compared him to mika they are kinda the same in this aspect#kaoru has called rei on his bs and disagreed with him since the beginning and i believe that's what made rei so obsessed with him too#they both grew close and honestly aren't that far from e/o skill wise as idols. they rly are on equal terms#also kaoru can exactly see through him which is rare (and vice versa) i think about sandstorm epilogue and bride light...#adonis is trickier because rei does spoil him a lot and has something of a “duty” to do so but ado is so tired of being treated like a kid.#so he constantly wants to prove (and does prove) it isn't necessary. and eventually they do grow so close they confide important matters to#each other. a rare thing since adonis is very reserved and rei never wants to bother other people with his troubles#this is me just rambling about everything i just love these four characters so much idgaf if i stop making sense#if you read all this ily and i'm sorry ajshdsjs
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chaosintheavenue · 1 year ago
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76 followers: Is Del Lawson glitchy AF for everybody? Specifically in the dialogue department?
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mythvoiced · 2 years ago
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@theimpalpable | the GBEP
Another glance at his front. He can't help it. They hadn't exactly signed up as extra aid to keep watch to this area with the idea they'd be getting fashion tips from random strangers he'd almost threatened to apprehend. To stutter a little through their thought process and reactions seems sensible enough.
Also because he's somewhat starting to doubt he's talking to an actual person. Or... a living one, at least. Which opens the door to a completely different set of problems, which he'd truly rather not step through today.
Or tonight, rather.
Or at any point in time, actually.
Calloused hand flattens the front of his clothes until his fingers curl around the hem of the bland shirt he's wearing under his jacket, lifting it up to stare down at it as though the fabric could materialise a visual representation of the colours just described.
They look up.
What an odd fella. Stiff, somewhat, but not really. Stiff in a way gentlemen are in Western shows, controlled like people of the elite, intellectuals, and superior to the smaller ones who don't have fine shoes, nor can they afford them. At the same time, though, he doesn't... seem... particulary arrogant? That small extra weight to self-importance that would have made assessing him easier.
His tone of voice, too, conversational, if, again, a little... stiff.
Though Seok-ju feels that's not quite the right word.
He blinks, tilts their head. "I'm... I'll be honest, I'm not quite sure what 'burgundy' and 'hazelwood' look like," a smile breaks out on their lips, like the sun through hazy, stern clouds. Not quite sheepish. Humorous, almost. "I like my fashion and my style, but... not an expert on the finer details like the actual proper names of colours."
"So," Seok-ju clears their throat, a casual little human error, tick, more than the actual need for it, "when you say replicate... You're a tailor? Or someone from that industry?"
Well, that would explain... wait, that would explain a lot actually. Fine suit, fine demeanour, fine everything. Seok-ju shoves his hands into his back pockets and relaxes with his elbows jutted out, like moments from replicating a mother scolding a silly child.
Although, the naturalism makes him wonder if 'industry' is the right word to apply here.
"Some sort of patrol, yeah," they concede, shifting their weight to rotate the stiffening joints of one of their ankle. Fine manner of speech and apparently very dedicated to his craft, which could both make him terribly innocent or... well... be a very good cover.
"It's nothing too serious, though, you don't have to worry. Nothing dangerous at least," a shrug. A kid missing is always a serious thing, even though too many in the precinct would argue that 19 years don't make a guy a kid, and he's a guy anyway, whatever could possibly happen to him.
Maybe that's why they'd had to volunteer. South Korea and its oh so inclusive laws for missing people. "Say, you wouldn't happen to have seen a young male-presenting adult most likely wearing a Doosan Bears baseball shirt, beige school uniform trousers, white running shoes and a sports bag?" A tilt of his head to the side again and tragically for himself, the face he makes is doubtful enough that he can't help recognise that some of his fellow officer's thoughts might have begun slipping into their head. "About this height," lifts his hand to hover, flattened palm facing the ground, an arm width over his head. "Potentially in distress, appearing lost, or unapproachable. Maybe in the company of someone else?"
#theimpalpable#the detective;seokju#SHOUTOUT TO BEYOND EVIL BC I'M STEALING SOME ASPECTS GKLFHJGJLH ABOUT MSISING- sorry rambling~#i don't know why i'm... why am i adding so many details to the---LKGLFJHG feel free to ignore that KLGJFKLHGJKLFH#sorry if there's too much of that in this reply~#BUT HAE-GEON!! I'M BACK FOR YOU HAE-GEON MY WONDERFUL FAVOURITE IMOOGI#oh god i just remembered i know the imoogi from tont HAE-GEON HAS GIVEN ME SUCH BRAINROT FOR HIM#I COMPLETELY FORGOT I KNEW ANOTHER IMOOGI NOW IT'S JUST.- HAE-GEON'S FACE AS THE DEFINITION OF THAT WORD I-#The Alex Effect STILL GOING STRONG!!!!!!!#rereading your tags to your reply and i am SO VIOLENTLY OBSESSED with Hae-Geon's lore and psyche#it's so good YOU WRITE SO GUD- i love this brand of empathy he has this idea of projecting in a way that doesn't sound like#the implication he's forcing his plight as an image onto the essence of others BUT RATHER#he's using what he's been through and perceptions others have shown to have of him to navigate the world in a given way#i don't even know if that's correct or if i'm evne making SENSE BUT BASICALLY#the way Hae-Geon interacts with his 'role' in life iS SO INTERESTING and also EVERYTHING#CAN BE ABOUT HIM??? I WOULD LITERALLY NOT MIND I'D LOVE THAT LET'S TURN THIS THREAD AROUN#AND LET'S MAKE IT ABOUT HIM SOLELY BECAUSE HE'S!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1#ALEX I DON'T KNOW IF THIS IS/WAS/WILL EVER BE THE CASE BUT PLS KNOW THAT I WOULD ALWAYS ADORE#TO HAVE CENTRAL ASPECTS OF YOUR CHARACTERS AND THEIR PSYCHE#BE CENTRAL ASPECTS OF A THREAD OKAY I WOULD LOVE TO EXPLORE ANY OF THAT IF YOU FEEL LIKE IT#I'D BE HONOURED TO BE INVOLVED IN IT.. I DK IF THIS MAKES SENSE TO SAY HERE KLFHGJJLHKGFH BUT IT CAME TO MIND#AT THAT ONE TAG OF YOURS SO YES ALWAYS-#I ADORE /YOU/ AND /YOUR/ HECKING MUSES THANK YOU FOR WRITING WITH ME
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starlit1daydream · 4 months ago
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On the subject of Equius Zahhak: hypersexuality and patriarchy.
It's been a hot minute since I promised to write something like this, and I've been meaning to test a new writing style for these big posts anyways - so I'm going to try my hand at explaining my personal interpretation of Equius Zahhak.
Equius is one of my favourite side characters in Homestuck, and though the individual components of his characterisation are intentionally facetious and humourous, all of these components then come together to form a fantastic and deeply layered commentary, however unintentional.
Let's begin with the basics: our introduction to Equius proper.
The narrative makes it clear from the start how you're meant to feel about this guy for starters - he's a creep and a weirdo. Nepeta says as much in their very first interaction on-screen:
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This is backed up by the narrator themselves exhibiting a discomfort with him, painting him as a cryptic and eerily observant loner:
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Once again, he's making people uncomfortable. Discomfort is going to be a very common theme going forward, particularly once we tap into Equius' personal interests and the justification behind them.
The next sign is when we first see him properly on-screen, and the narrator is immediately mortified by the state of his room and advises us to move on with the story.
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So, immediately, any cognizant reader knows what's up. This guy is a joke character. A punchline, a fool, a weird asshole with no redeeming qualities. This is, of course, the intended reaction.
...Which then brings us to the subversions involved with Equius' character. Every single off-putting and strange thing about him is subsequently repainted in a more flattering light by the conclusion of his screen-time.
What begins as an overcontrolling, possessive demeanour towards Nepeta becomes a genuine, albeit perhaps overbearing desire to protect his moirail from harm. The context of him being Vriska's neighbour helps us infer that he's very, very aware of the dangers of FLARPing.
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What starts as a bizarre and testosterone-poisoned obsession with strength becomes more of a fleshed-out character flaw. It's an inherent fault that Equius cannot control that brings him more distress than anything else. We'll delve into that later.
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This is not, of course, to say that Equius is without genuine fault. You are still meant to find problems with his behaviour, of course you are; the Aradiabot fiasco is an intentional violation of personal agency based around an unhealthy obsession. He allows himself and his moirail to die because of his refusal to disobey the vapid and classist hemospectrum.
Okay, so why is he like this?
I'm glad you've asked. This is where this delves more into conjecture, based around a few different things.
The state of the internet and online culture at the time of Equius' inception; and the ramifications therein.
What we know to be true about the aspect of Void, and how Equius interacts with it.
The added retroactive context of Hussie's handling of queer topics (as a non-binary person themselves!), particularly on the subject of gender identity.
Let's start with point one.
Equius and hypersexuality.
At the time of Homestuck's inception, it was a veritable fact that the internet was overrun with overt sexuality, oft for the sake of shock value as opposed to arousal. Screamers and shock sites like 2girls1cup, goatse, Mr. Hands... (that last one is particularly relevant).
I cite Mr. Hands in particular because therein we get to the use of bestiality as a gross-out punchline. This is what Hussie's invoking with Equius; you're looking at this guy and seeing a gross freak who hangs horse porn on his walls. It's appealing to the fact that:
Homosexuality was considered a funny punchline.
The furry fandom was considered a funny puchline.
Bestiality was considered a funny punchline.
And so, this thirteen year old child hanging gay horse porn on his walls is meant to be played for laughs.
But with the retroactive lens we're looking at this through now? It's not only deeply disturbing for reasons I don't think I need to explain, but it's also a portrait of unhealthy teenage sexuality and the ramifications of exposure to explicit content at a young age.
Because it's a veritable fact that Equius does not understand boundaries and has a deeply flawed relationship with his sexuality. It's the kind of hypersexuality induced by childhood exposure to sexual material, and I would go as far as to call it a kind of CSE.
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Need more proof of this? Dave Strider. Bro's weird sex puppets and usage of pornography as a punchline undeniably fucked Dave up, and explains the way he so regularly uses sex, particularly gay sex as a source of humour. Dave is the same problem that Equius rises, played seriously at a point in the story wherein these things are no longer treated so facetiously.
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Furthermore, it becomes clear that Equius does not actually understand what he is consuming and emulating. Pornography isn't pornography to him, it's fine art. He's uncomfortable and unhappy with his sexuality because he lacks a label for it and doesn't know what it is he's feeling. This is tied to his Aspect of Void; but more on that in just a second.
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This is uncomfortable. It is meant to be uncomfortable.
Equius' toying with casteplay and power dynamics is a clear representation of this frayed relationship - and it also segues into our point about his lack of self-worth.
Equius, the Heir of Void.
The Void Aspect. The Aspect of irrelevance, secrecy, ignorance, simplicity and absence, amongst other things.
The Heir Class. The Class that indicates an overabundance of the player's Aspect that overwhelms them and embodies them.
Equius is he who inherits, becomes and is consumed by emptiness. Because Equius Zahhak does not have a sense of selfhood or self-worth. The inference brought about by his title as the Heir of Void is that Equius is overwhelmed by nothingness.
Combine this with his Dersite status and the consensus on Lunar Sway (Prospit indicating externalisation, Derse indicating internalisation) and you get a very clear image of how Equius' title translates.
An overwhelming, consuming sense of internalised absence and nothingness. This is where Equius' hemospectrum adherence comes in! It's a cover up to compensate for his purposelessness and lack of meaningful identity. He sees himself as being deficient in anything real or of substance, and so adheres to the system placed before him because it is the only thing he feels he understands.
Once again, this is uncomfortable and a real phenomenon amongst teen boys. We see it with Eridan, too; young and confused teenagers with no sense of purpose falling into harmful and bigoted pipelines because they have no sense of direction otherwise.
(In a roundabout sense this explains Tavros' role as well; The Page indicates a deficit in their Aspect throughout the session and so the trolls lacking Breath in the form of directionlessness fits fairly well).
It's almost like watching a young boy fall into the alt-right, or start feed into Andrew Tate-style snake oil bullshit. It's the exact same kind of exploitation on a much larger scale; because it's the whole of Alternian society orchestrated by Doc Scratch.
You know... the Doc Scratch meant to represent online groomers?
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So, we've been over about all I can cover about Equius' sexual trauma, lack of boundaries and emptiness/lack of self. So, how does this translate? Particularly thinking on the last point, I'd like to give my two cents about a very interesting headcanon for Equius that's been circulating a lot lately.
Equius, and gender identity.
A transfeminine reading greatly enhances the content of Equius' character, and provides a narratively satisfying character arc and means of development for them.
(From hereon out, I will be referring to Equius by the pronouns she/her).
I've seen Nekropsii sum this up beautifully, and I'll paraphrase this interpretation to the best of my ability; Equius' manifestation of masculinity is akin to a poison to her.
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It makes her into a grotesque, testosterone-poisoned freak that physically cannot interact with anything around her without hurting it. It is the metaphorical confusion and fury of dysphoria made literal. It is the emptiness and lack of self that I myself can corrobate as a trans woman myself.
Masculinity is a curse for Equius. Much like quite a few other Homestuck characters (Dave & Jake come to mind), Equius really fucking hates being a guy.
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So, this ties into my final point.
How I personally would have developed Equius had she been given the screentime to keep being relevant to the story.
The transfeminine character arc seems obvious. I believe that, if a person would be willing and able to tackle the more obscene and deliberately uncomfortable components of Equius' character, you could make an incredibly raw and interesting portrayal of transition and identity.
What's more; this is corroborated by Equius' closest relationship. Nepeta Leijon, the Rogue of Heart. The girl whose role indicates the ability to share identity and selfhood. Nepeta could very, very easily function as a catalyst for Equius gaining her own identity and being helped through the transition process. It makes an already STRONG and stable moirallegiance all the more interesting and heartwarming to witness.
This is not to say that Equius should not have agency herself, of course; an important part of this development would be the formulation of an independent self without debilitating outside influence. It would be allowing herself not to be consumed needlessly by Void.
Equius, and further relationship dynamics.
Equius' relationship with Gamzee (which I have always read as a one-sided kismesis) is also very important to me. This is not healthy. Equius is using Gamzee as a vessel for her fantasies and lack of boundaries, and through her black feelings she vents out her frustration with her sexuality and intrinsic need to obey and serve someone of a higher caste.
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I don't think I need to tell any of you how well that works out once Gamzee goes sober. (I'd rather not dwell on the topic of the Makaras too long; that's something for a wholly separate post - and one that I'm sure would end up being rather scathing towards Hussie).
Finally, Equius' relationship with Aradia. This is also one I feel is unhealthy and once again one-sided. It is the same principle as Gamzee; merely in the red quadrant as opposed to the pitch one. Equius is using somebody as a vessel to vent out her feelings of purposelessness and frustration, and deliberately ignoring the lack of reciprocation.
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Both of these connections are similar; and both of them end with Equius getting her shit kicked in.
How one would retool and treat these relationships post-character development is up to them, but I personally think it would be healthier for Equius to step away from both of them. I don't think Aradia would want or need Equius' continued presence in her life, and Gamzee is notoriously terrible at relationships. (We know damn well how a reciprocated blackrom with him turns out, just ask Terezi).
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Equius, in conclusion.
That's all I really have to say on this matter; a long-winded and ultimately self-serving wall of text that I'm sure will come off as masturbatory and stupid when I read over it again. That being said, I wanted to lay all of this down in one place.
tl;dr - Equius Zahhak is a complex and interesting character with commentaries on teenage hypersexuality and unhealthy masculinity, and reading her as a trans woman provides an incredibly interesting character arc for her in the long term.
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caligvlasaqvarivm · 4 months ago
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Actual Ultimate Classpecting Guide
For real this time.
Buckle up, this is a really long one. For everything that's posited, I can provide textual evidence; that being said, I'm not going to be including the textual evidence within the essay itself, because it's already long enough as-is. As such, please feel free to ask for clarification or sources on any assertion, and I'll do my best to provide.
Before we begin, there's some things to discuss about how we're going to be approaching classpect in the following essay. In numbered list form for our short attention spans:
1. There is a concept Hussie talks about multiple times in his book commentary, "personality alchemy" - the idea that there are these "platonic ideals" of certain characters, which can be mixed and matched with others, in order to create new characters. The examples he gives are of how Eridan was a proto-Caliborn, how Kanaya has shades of Jade, how Nepeta was a proto-Calliope, and how Sollux and Eridan have shades of Dave in them. Classpecting is fundamentally a form of this personality alchemy:
2. Class describes the character's arc and emotional hurdles, while Aspect describes the character's base personality traits by which this arc is experienced.
3. For example, all three Seers struggle with hubris: Rose's need to be the smartest person in the room led to her being manipulated by Doc Scratch, Terezi's obsession with meting justice led to her engineering a situation where the only option was to kill Vriska, and Kankri's desire to be seen as a spiritual leader amongst his friends led to him furthering their divisions and harming them.
Then, when their pride is shattered, they cope by inflicting willful self-blindness: Rose turns to drinking herself stupid (the opposite of Light's sway over knowledge), Terezi gets down with the clown (the opposite of meting out Mind's justice, as it's a Gamzee W), Kankri goes celibate (Blood L) despite his clear romantic feelings for certain teammates.
4. As for Aspect: note how all three Life players share the personality traits of optimism, stubbornness, and obstinacy. All three Breath players share an immaturity and naïvety, and are quite frankly irresistible to people for some reason. All three Light players share a need for the spotlight and a tendency toward long-windedness and persnicketiness. So on and so forth.
What's interesting is, if you start analyzing characters that share Classes and Aspects, these specific types of similarity crop up over and over - all our Knights struggle with insecurities and facades, both our Bards have a crisis of faith. All three Breath players have an aspect of immaturity and childishness to their characters, and all three Light players are deeply concerned with appearing intelligent and feeling important.
5. As a result, this guide is NOT intended for classpecting real life people, because we are complicated, we contain multitudes, and we don't have arcs. This is primarily an analysis of what Class and Aspect mean in Homestuck based on textual evidence, because I genuinely believe that you can basically figure it out if you read carefully.
6. Duality, and the idea of "equal and opposite," are major themes within Homestuck - Prospit and Derse, Skaia (described as a crucible of birth and creativity) and the Furthest Ring (the literal afterlife). Which classes are involved in an Active/Passive split, and opposing Aspects, are the same way. This is the primary method I used to determine the Active/Passive pairings and opposing Aspects. After all, as Callie describes, both Thieves and Rogues are classes "who steal" - so, too, do I try to unify Classes by a common theme, even if they diverge wildly in how that theme is expressed (as Thieves and Rogues do). In the same way as the opposite of "up" is not "apple," but "down", because "up" and "down" are both fundamentally concerned with relative vertical position, so too can be defined concepts like Breath and Blood, Hope and Rage, Light and Void - as well as the reasoning behind Class pairings like Heir and Page, Maid and Knight, and Seer and Mage.
7. Descriptions for both Class and Aspect are left deliberately vague and up to interpretation within the comic itself, and this is by design: the actual manifestations of an Aspect can vary wildly given the Class, and even individual person, that it's tied to. Calliope even makes note of the fact that, under the right circumstances, someone can manifest effects that appear to be the opposite of their aspect. She's also careful to couch her language in "may" and "can" - because these concepts are intentionally somewhat nebulous and malleable. As such, while this guide certainly lays down what can be gleaned and inferred from the text, do note that Homestuck runs on a soft magic system, and as such, nothing stated is firm, 100%, must-always-be-this-way - just an overview of what we've seen.
8. There is often great overlap between Aspects, Classes, and Classpects - which Calliope herself notes. Heart and Blood are one of the most salient, as they both have a fixation on relationships, and Calliope mentions that under the right circumstances, a Classpect may even be able to manifest what appears to be the opposite of their Aspect. Again, Homestuck operates on a soft magic system, so this is a feature, not a bug.
ASPECT
There's a little less to say about Aspect, not because it's less complicated, but because "base personality traits" are much more nebulous compared to Class's sway over character arc. Still, Aspect represents the fundamental way a character is, and thus, color every interaction that character has. There's a reason Ultimate Selfhood is sought through Aspect, not Class - Aspect is the core of the character's being, what makes that person that person.
That all being said, Class has major sway over how an Aspect manifests, and certain classes can even invert the Aspect and even the character's role in the party. As such, these descriptions must be parsed carefully in relation to Class. Moreover, due to the soft magic system, there is at times overlap between unrelated Aspects, which can also be exacerbated by Class - Heart and Blood being the most obvious in this regard. Still, overall, you'll find the Aspects to be fairly distinct from one another.
Please also note that every Aspect can deal with its literal counterpart by default - Light players can wield lasers, Breath players can wield the breeze, et cetera. Because this kind of goes without saying, and because the non-literal stuff is more interesting to discuss, I'm not really going to go into too much detail about the literal qualities.
Finally, something interesting to note is that nearly every Aspect follows its own Hero's Journey cycle - full actualization for each one usually means reaching around to its opposite Aspect, and taking lessons from them - for example, Breath players need to learn maturity and responsibility, while Blood players need to learn relaxation and whimsy. Thus, an Aspect at its worst manifests in two ways - either a toxic overabundance of the Aspect's worst traits, or such a dearth of the aspect that it begins to resemble its opposite. Only by reaching into the opposite, however, can the player be tempered and reach full maturity - can they become more of who they are.
SPACE / TIME
Space and Time are both concerned with physical reality, goals, and the way one approaches them.
Space is associated with "the big picture" - with recycling, reproduction, and the interconnectivity of all things. The aspect also presides over the enjoyment of the journey over the destination - Space players serve as reminders that the present moment is as important as the end goal. Space is often a more passive Aspect, being the stage upon which the story is set. They're the hosts of the party, and the one who marks the ending.
Its players reflect these tendencies, often being feminine, with penchants for life-giving acts such as gardening. Their personalities tend towards frivolity and silliness, finding it difficult to stay on-topic or bring full gravitas to serious situations. Perhaps a better word would be "distractable;" when the aspect is so concerned with all things in connection with each other, it's easy to lose track of details, and it's easy to enjoy things simply as they come. Space players tend to be kind, patient, and forgiving, which is a strength as much as it is a flaw; it's easy for malicious actors to take advantage of this compassion, or for the Space player to find themselves in a poor situation by being overly permissive. They can easily be painted over by stronger personalities, and tend to struggle with romantic relationships, as they attract many with their kind and giving natures, and few are naturally so considerate of the Space player in turn.
"Passive" is a good word to use; at a toxic overabundance of their Aspect, Space players are trampled underfoot. They become enablers, servants to dark forces, or so lost in their own worlds that they neglect the one they live in. With their Aspect "inverted," a Space player becomes a demon of poor prioritization. Distracting not just themselves from their true purpose, but others, too, the Space player will wreak havoc by overemphasizing unimportant topics and ignoring important tasks. This superficially resembles Time, in that the Space player will become fanatically dedicated to their task, but note that the poor prioritization is still Space-esque at its core.
Still, within this nadir is a valuable lesson: the strength of self-assertion, and the determination to see a goal through. These will allow the Space player to weed their garden, separating good from bad, allowing it to flourish like never before.
Time, in contrast, is associated with "the little things" - with details, minutiae, and processes. Time presides over the struggle toward something greater, the endurance of hardship with an eye on the prize - the destination over the journey. Time players are the ones keeping track of the tasklist, marking off each item as it reaches completion; they are the tireless workers keeping the whole engine running.
Time players, thus, are ones whose lives are marked by struggle. They are highly goal-oriented; in contrast to how Space players can easily move from goal to goal, task to task, Time players feel bound to see things through to the end, finding satisfaction only when they've achieved their desired result - and only until they come across the next goal in their journey. A Time player isn't happy without a goal to work towards, a craft to polish, a prize to win - but this driven nature can easily be its own downfall, as it leaves little room for the player to admit to their own shortcomings, or ask for help from others. Moreover, their focus on minutiae can leave them blinded to the bigger picture, and it's easy for a time player to fall to despair, able to do nothing more but spin their wheels. They're prone to directionless anguish, frustration, and resentment towards the seeming futility of their actions, becoming destructive and defiant even when it doesn't serve them to do so.
At a toxic overabundance of their Aspect, Time players become explosively destructive. The ultimate "goal" of all things is death, with which Time is associated, and accordingly, Time players have a penchant for aligning themselves with futility and entropy, struggling so hard that their thrashing leaves a trail of annihilation in their wake. With their Aspect "inverted," Time players detach entirely - they can become so fed up with struggle that they simply opt to lay their weapons down and let the end take them. It's very easy for them to come to the conclusions that either everything matters, or nothing matters. This superficially resembles Space and its big picture thinking, but note that its framework of struggle, and whether or not a goal needs to be pursued, makes it a Time concern.
But the inherent meaninglessness of existence is, in itself, an important realization to make - that whether or not anything "matters" in the grand scheme, things can still be worth doing, worth caring about, and worth investing in. This realization allows the Time player to attack their goals with renewed vigor and greater clarity, which in turn means that the party becomes an efficient, well-oiled machine.
BREATH / BLOOD
Breath and Blood are both concerned with directionality, interpersonal relationships, and autonomy.
Breath is the Aspect governing freedom, liberty, and independence; it is a force that breaks shackles, clears out social norms, and refutes "the rules," whatever those rules may be. Breath players can't be tied down, whether by physical bonds, societal rules, or even the ineffable forces of the narrative itself. They are leaders of example, pioneers, and trailblazers, opening new paths for their teammates to follow.
Breath players are goofy and gullible, often with hearts full of childlike whimsy, naivety, and even immaturity. They are friendly and well-meaning, fond of simpler things, and easily swayed by others. They approach the world with a sincere and innocent good-naturedness, like a baby animal before it learns to be fearful of danger. Something about this sincerity seems to make Breath players irresistible to others, and they often find themselves the subject of romantic attraction. However, in this childishness is also the great pitfall of many Breath players - their natures are naturally conflict-averse, and egotistical the way a child can be, failing to see beyond themselves. They can be incredibly callous when not considering the consequences of their actions, or the viewpoints of others.
At their worst, Breath players are irresponsible and callous. They'll shirk the consequences of their actions, blaming anybody but themselves, or simply choose not to care who they hurt in order to get what they want. They may even choose to stop making choices for themselves, leading to the "inversion" of their Aspect - a voluntary loss of freedom and independence, derived from an Breath-like aversion to responsibility, which superficially resembles the bondage of Blood.
But if they are able to overcome these tendencies, a Breath player will learn what true responsibility looks like - responsibility for themselves, their choices, and the effect they have on others. Armed with this, a Breath player's ability to break bonds can be focused into a clear force for good, clearing away all obstacles and harmful societal standards, leading the charge into something new and beautiful.
Blood, in sharp contrast, is the aspect that governs bondage, contracts, and interdependence. It is a force that binds. Under Blood's sway are not only romantic entanglements, but familial, friendly, and societal ones as well. This aspect sees overlap with Heart, but the division is this: Heart concerns itself with feelings, and Blood concerns itself with compatibility. Blood players are diplomats, forces that remind us all that we are more similar than we are different, and that that similarity should bring us together when we are on the verge of pulling apart.
Blood players, reflective of their Aspect's association with bonds, tend to be neurotic and obsessive. They have a tendency to over-examine and overthink, constantly fretting over the infinite and infinitesimal variables that influence the shape of society and interpersonal relationships. However, this judgmental nature stems from a deep well of idealism and empathy; Blood players can't help but care about others and wish for the best for them. In a way, this makes them one of the most mature members of the team, being concerned with its overall well-being. Unfortunately, their prowess does not extend inwards, and their assessment of themselves is usually direly incorrect - all the worse because Blood players always feel responsible for those around them. Blood, being the Aspect concerned with interdependence, is the weakest one when all alone.
Thus, it's easy for the Blood player to wind up controlling - desperate to make sure everyone is moving according to their vision, they'll become iron-fisted dictators, with a "my way or the highway" approach to social interactions. It's easy for them to wind up pariahs of their own making, becoming so critical of others, or so adamant about enforcing their own will, that they inadvertantly sever their ties - something that superficially resembles Breath's independence, but is truly a result of Blood's neuroticism.
But with that space and separation can come great clarity. Blood players must learn to relax their grip, and allow people room to breathe - including themselves. Once able to grasp that sometimes bonds must be forged with a soft touch, Blood players' natural empathy shines through, allowing them to build something so much kinder and greater than the sum of its parts.
LIGHT / VOID
Light and Void are both concerned with knowledge, ontology, and "narrative relevance".
Light (as well as its counterpart) are perhaps best understood through the lens of "narrative" - this idea that, of all things that do and don't exist, and all events that do and don't happen, only the ones put to page are "relevant". Thus, Light is associated with knowledge and luck - that is to say, it's associated with the knowable, the objective, and the concrete, and the ability to determine "important" events. Light players have read the book they're participating in, and able to serve as luminary guides from one plot point to another, lighting the lampposts for others to follow.
Light players, naturally, are erudite and educated, possessing keen intellects and cunning minds. They are fond of knowledge itself, of markers of status and prestige - whether that's wealth, the adulation of the masses, or a massive library. They harbor a desire to be important, to be seen, to be acknowledged, and are happiest when they are looked up to. Conversely, they deal poorly with being looked down upon. Their confidence transmutes easily into hubris, and they struggle with having that pride challenged. As such, they tend to be volatile and unpredictable, quick to retaliate against those who threaten their egos, or obsequious to those whose acknowledgement they desire.
Their desire for the limelight can quickly spell disaster - they can become incredibly cruel, harsh, and egotistical in their pursuit of narrative significance. They forget, in their obsession, that they, too, are fallible and flawed, and the inevitable reminder can come very harshly. Light players struggle with moderation, and as such, when they feel shame, they'll often take drastic measures to cope with it - deliberately darkening their own influence or intellects, removing themselves from the "story" entirely - something which superficially resembles Void's penchant for the background, but which is firmly rooted in Light's obsessive need for drama.
But in experimenting with narrative insignificance, Light players can reach an epiphany - in their absence, others may shine, and that can be a wonderful thing. Light players, then, can learn to shine not just for their own sakes, but for the sake of others, allowing them to weave a story even more brilliant than any that can be weaved alone.
Void, in contrast, is the blank spaces between the words. That which is secret, subjective, unknowable - these are Void's domain. It's associated with taboos and hidden things, sexuality and pleasure. It's also associated with the empty canvas - the blank space before creation, and the oblivion to which creation is eventually destined for. Thus, it stands for infinite possibility, though the collapse of those possibilities into a reality removes that reality from Void's domain.
Thus are Void players ever cosigned to the background, though this generally suits them fine. Void players are very self-possessed. Where Light players tend to exaggerate and complicate, Void players are honest and simple, preferring straightforward solutions. They don't tend to think very hard, instead letting intuition and emotion guide them to where they want to be - which makes them one of the more stable personalities on a team. However, this simplistic, feelings-driven approach often leads to pleasure-seeking behavior, poor impulse control, and overindulgence in vice, and from there, to irrelevance, with which Void is so closely interlinked.
Void players are especially prone to vice, and at their worst, will become so drunk on pleasurable activities that they pursue them to the active detriment of the party's goals or the Void player's self-improvement - making them the ultimate irrelevant character. They can also very easily drag others into their mélange, with a forcefulness that resembles Light's illuminating guidance, but which is ultimately rooted in Void's pursuit of personal pleasure.
But there's a lesson to be learned in Light's domain: how to bring themselves into relevance and greatness. A Void player, once they learn to pursue not just personal pleasure, but a greater satisfaction for the collective whole, can drag the Void behind them, kicking and screaming, to where it'll be of use.
MIND / HEART
Mind and Heart are concerned with what it means to be a sentient being, with identity, and with why we do what we do.
Mind is the Aspect associated with logic, rationality, karma, ethics, and justice. To a Mind player, they "are" because they "think". They are keenly aware of the consequences of every action, and well-versed in cognition and behavior, such to the point of manipulating others with ease. Deeply concerned with the "effect" of cause-and-effect, Mind players are always cognizant of debts and credits, where justice is owed and where it has been over-meted, and their subtle machinations culminate, like well-placed dominoes, in grand and explosive finales.
Mind players are schemers - it's in their nature. They have a tendency to view the world as a puzzle or game, with themselves and the people around them as pieces on a board, and set as their standard rules the laws of ethics and karma - owed debts and overhanging credit - guilty and innocent. Mind players are wickedly cunning, and have an high success rate with every scheme they commit themselves to, but the grand downfall of all these tendencies is that they tend to lack in a sense of identity, and have a poor grasp on their own emotions or desires. While they may know how to provoke a desired reaction, they don't know how to change someone's mind. They often find themselves grappling very painfully with their own selfhood, with feelings of emptiness, inadequacy, or uncertainty.
Thus, a Mind player at the worst zenith of their Aspect is heartless and cruel. Leaving no space for empathy or even personal feelings in their plans, the Mind player will plot for an ending as heartless as they are. But a Mind player is never truly without emotion, and ignoring their own feelings causes them to manifest in terrible ways - Mind players have a tendency to seek toxic, codependent relationships, hoping to find external validation, subjecting themselves to the wishes of others, which can appear like Heart's fixation on feelings and desire.
But in recognizing their own need for emotional validation, and the importance of their own feelings, a Mind player can realize that there's an entire dimension to the game they've been playing that they've been ignorant of. When a Mind player learns to temper their schemes with empathy, compassion, and kindness, how much more success they'll see - and how much happier that grand finale will be!
Heart, then, is associated with feelings, motivations, intuition, the soul, and the self. To a Heart player, they "are" because they "feel" like they are - and they're keenly aware of the multitudes that are contained within themselves. Deeply concerned with the "cause" of cause-and-effect, they're drawn to desires, those of themselves and of others, especially where strong feelings are concerned. Heart players are gifted with an intuitive understanding of those around them, both their good and bad qualities, and are tasked with the grand task of bringing out the best.
It stands to reason, then, that Heart players have a firm grasp on who they are and what they want. For the same reasons, it's difficult for a Heart player to truly hate or condemn another person, because they are so adept at understanding them. However, this understanding comes with a price - because the Heart player is so aware of themselves, they can't escape their own worst traits - nobody self-loathes as accurately as a Heart player can. Nor can they ever truly be untruthful with another, making them poor manipulators. Capable of presenting a different facet of themselves as the situation calls for it, certainly, but just as it's impossible to lie to a Heart player, who always knows how someone really feels, it's impossible for a Heart player to lie to themselves.
With this sincerity comes vulnerability. Heart players wear theirs on their sleeves, and at their worst, this can make them demanding, needy, and sensitive - so eager to connect with others emotionally that they'll cramp themselves to fit others' desires. But they can't ever keep this up for long; Heart players have a tendency to withdraw from others after being hurt too often, finding it easier to be alone and silent about their feelings than to deal with the pain of rejection. They may even work to manipulate others, preying on their emotions and desires to force them to act in their worst interests. This superficially resembles Mind's cold logic, but unlike Mind's cool rationality, Heart's aloofness is a mask, an attempt to avoid pain by pulling away.
But this isn't purely a negative, because a Heart player can learn a healthier form of detachment, and separate out healthy and helpful desires from harmful and detrimental ones. Given this clarity, the Heart player becomes the team's emotional core, able to raise up each teammate's best qualities, while helping them deal with their worst, enabling everyone to be the best possible version of themselves - which the Heart player knew them to be all along.
LIFE / DOOM
Life and Doom are concerned with outlook, with journeys, and with trials and tribulations.
Life is an aspect concerned with healing, growing, and improving. It is associated with beginnings, optimism, and positive emotions. The very essence of Life lies in its healing abilities, in this idea of overcoming the odds and triumphing over hardship and difficulty. Life is action, movement, and motion, and its players can scarcely hold still. Life will find a way - and Life players harbor the same immutable belief; they are the most stubborn weeds in the garden, the cockroach that survives the apocalypse, and the beating heart that refuses to stop.
Life players tend to be optimistic and confident. They are self-assured individuals, with a stubborn belief that good things are on their way, and any hardship they face is not only temporary, but something that can be overcome. They can find the silver lining in any cloud, and enjoy themselves under any circumstance. They love to nurture, to care for others, though this love has a tendency to be one-sided. Indeed, Life's stubborn nature is its players' greatest pitfall; their persistence easily becomes obstinacy, and their confidence can become condescension. Their self-assured nature easily becomes egotism, and they can have great difficulty grappling with those who don't share their views - even coming to oppose those who bring emotional pain and suffering that can't be easily fixed.
It's very easy for a Life player to decide another person isn't worth their attention, and opt to leave them behind - after all, Life has to move forward, no matter what it tramples in the process. At their worst, they're stubborn to the point of not listening to anyone but themselves, confidence becoming blockheadedness. This focus on forward progress without looking back can even cause Life players to become harmful to others, so focused they are on their own growth that they don't notice that they're choking everyone else out. This may resemble Doom's death in its worst case - arresting everything else, eventually blocking even their own path with unruly, out-of-control fecundity.
Thus, a Life player needs to learn to more gracefully accept Doom's influence - to pause, slow down, and consider viewpoints that are negative, unpleasant, or difficult. A Life player, endowed with moderation, will be able to cultivate a bountiful garden, rather than an unruly jungle - a place for all to flourish and live in plenty, never wanting for anything.
Doom, then, is the aspect concerned with death, with rest, and with endings. Doom is associated with suffering and with negative emotions, with peace, with sleep, and with dreams. Doom players have a natural penchant for prophecy, and are often dual dreamers, able to take advantage of both Skaia's oracular clouds and the Horrorterrors' voices over Derse. All things must eventually come to an end, and not all times will be good; in these troubling times, Doom players shine, as they are the guides who call the murk home, and know best how to navigate rough waters, course-correcting until the storm passes.
Doom players tend to be deeply pessimistic. They experience, to a much more magnified degree than others, negative feelings and impulses, and it's difficult for them to see the world without seeing its flaws, first and foremost. They are not healers, but commiserators, those who understand greatest that sometimes there's no way to deal with tragedy but to simply sit with it and wait for it to pass. The counterpoint to Life's insistence on breathless positivity, Doom is a reminder that pain, grief, sadness, shame, and guilt are not unnecessary things - in fact, excising them can lead to terrible consequences. Doom players are the universe's martyrs, often taking it upon themselves to course-correct, to sacrifice themselves in order to give others a chance to continue on, to avert a terrible fate.
Unfortunately, this tendency also brings with it a tendency for Doom players to wallow in misfortune, or worse, to take themselves out of the picture, giving up entirely on seeing a better ending. As if energized by their own sense of futility, a Doom player at the "inverse" of their aspect may seem to echo a Life player's focus on forward progress and motion, actively spurring their team on towards an untimely demise.
A Doom player must learn to harness this sense of progress for good, rather than harm. A Doom player, once able to grasp the joy of life even in the greatest depths of despair, will be able to fill even the darkest hours with peace, meaning, and hope.
HOPE / RAGE
Hope and Rage are concerned with permission, and are the lens by which we define reality.
Hope is described by Hussie in the book commentary as being "framed as the most powerful aspect" because it is, literally, an aspect that defines reality. Its specific ability is lies in reducing the "fakeness attribute" of something, thus making it "real". Hope is associated with convictions, with idealism, with faith, order, holiness, and, of course, with magic - which Hope turns real. Hope is permission itself - a reality-breaking ability to look at the world and decree that it must be another way, a way in which the Hope player believes it ought to be.
Thus, Hope players tend to be hard-headed zealots, with no self-awareness whatsoever. Their inclination towards powerful beliefs makes them very difficult to dissuade from a path they've set their minds to, and their specific suite of abilities makes them terrifyingly likely to make their vision come true. Hope players are usually not particularly cunning, nor particularly intelligent, nor even particularly empathetic. Given the Aspect's focus on conviction and faith, it's usually very difficult for Hope players to notice anything occurring beyond their own minds and feelings. Thus are Hope players hopeless optimists, hopeless romantics, and hopeless in general - often great sources of embarrassment to their teams, as their naked sincerity is painful to witness. However, their ability to define reality does not leave them when their beliefs are faulty (which they often are, given Hope players are not particularly introspective, either), which is what makes a Hope player so dangerous.
A Hope player can easily be set on the wrong path - as convicted as they are, and as difficult to shake from that conviction as they can be, Hope players can easily march down a path of destruction, if not persuaded with a deft touch and gentle guidance. In the event that their faith is broken, Hope players easily become despondent and lost, floundering and wishy-washy, which superficially resembles Rage's self-consciousness, but is truly just a lack of direction.
But Rage has a powerful lesson to teach Hope players - that of questioning themselves, interrogating their own beliefs. Once their convictions have gone through rigorous scrutiny, revised into the best, brightest versions of themselves they can be, a Hope player is a worker of miracles - speaking into existence a beautiful future on faith alone, proclaiming that how they see the world is how the world shall be.
Rage, then, is the power of denial. If Hope reduces the "fakness" of a thing, then Rage reduces its "realness". Rage, too, is a means of defining reality, in this case taking a torch to the aspects of reality that it rejects. In more passive Classes, this works in subtler ways, stoking others towards destructive fury. Rage is associated with anarchy, chaos, revolution, destruction, anger, and nihilism. A Rage player will not suffer a world that does not satisfy them, breaking it to pieces, such that something new can take its place.
Therefore, Rage players are prone to harboring anger and resentment, discontentment with the status quo, and faith only in that what currently exists must somehow be dismantled. However, unlike Hope players, who can't help but be pathetically sincere, Rage players are incredibly self-conscious, and often try to mask and hide their embitterment and anger. This, ironically, leads to further ostracization, as others can tell they're being inauthentic. This only further compounds their sense of alienation, and drives them further into smoldering resentment. This makes Rage players sound volatile and dangerous, and they are - but the same fury that moves them is the fury that ignites revolts and tears down oppressive regimes, a necessary and vital well of energy and momentum. It takes careful handling to ensure that the team's Rage player can channel this energy towards righteous causes, rather than marking all as a target for their destructive ire.
In the worst-case scenario, the Rage player turns that rage out indiscriminately, deciding that there is nothing worth fighting for - only unpleasant things to be brought to ruin. This is Rage at its toxic overabundance. Conversely, a Rage player can retreat so harshly into their mask that they allow others to dictate their beliefs, taking them to heart - an action motivated by Rage's destruction (this time, turned inwards) that superficially resembles Hope's convictions and faith.
The true path for a Rage player is a healthy balance - to allow themselves some of Hope's sincerity, and by doing so, to become more sincere and true. This will let them release the pressure of their mounting ire, such that it can be converted into productive, rather than destructive, energy - the heralds of a revolution, razing away the faulty, corrupt old systems such that something better and new can take their place.
CLASS
As previously stated, Class governs a character's character arc - the character's starting circumstances, whether their conflict is primarily internal or external, and what major aspect of their Aspect becomes a hurdle for them to overcome.
In the same way an Aspect's sways tie into the character's base personality, the character's Class abilities tie into the kinds of struggles they face, and have great influence on how their Aspects manifest.
That being said, a character - and their Class - are always subject to their Aspect, as their Aspect is tied fundamentally into who they are. Thus, it can be said that a Light player will always have an affinity for knowledge and provide Seer-esque guidance even when not in a Seer role, a Doom player will always have prophetic abilities even with a non-prophetic class (note that Mituna, an Heir, still had prophetic visions, despite those generally being the realm of Mages and Seers), and a Life player will always have a penchant for healing, even paired with a destructive Class like Prince or Thief (the Condesce, after all, could still extend life; a Prince of Life would likely manifest not as one who causes plants to wither and die (this would actually suit a Prince of Doom), but one who destroys in the way of nature overtaking an abandoned shack, or a forest breaking down a body).
This means that when a character's Classpect inverts their Aspect, it doesn't mean that they suddenly become a hero of the opposing Aspect - rather, it means that, at their very worst - at the nadirs of their character arcs - they will lean so much into their Aspect's worst traits that it will superficially appear as the opposite, when all it really is is an absence of themselves. Dave, a Time player, usually so attentive to detail (despite his disaffected facade, he's always paying rapt attention to Karkat's rants, and noticing all the clues pointing to his destiny of defeating LE), at his lowest emotional point (arguing with Grimbark Jade after sobbing about his lost childhood whimsy), states that he doesn't think Lord English is that big a deal, and never even did anything directly bad to him or his friends - when he was literally directly haunted by LE via Cal his entire childhood. Similarly, Rose drinks herself stupid in order to cope with her mother's death.
Note how, superficially, this almost appears to be an invocation of Space's "big picture thinking," its passivity and permissibility, or how Rose's case appears to be Void's tendency to indulge in vices and pleasure - but they're not. Time's worst traits superficially resemble Space, Light's resemble Void, and vice versa - Grimbark Jade is the Condesce's taskmaster, and Porrim at her worst was as much of a nag as Kankri, trying to do a Time player's managerial job. Horuss and Equius at their worst won't shut up and won't stop talking over their partners. So on and so forth.
Finally, Calliope tells us a couple things about Active/Passive pairings. The first is that Calliope introduces the idea of paired classes with the idea that both Rogues and Thieves "steal" (and later, that both Princes and Bards "destroy"). This presents the idea that both classes can be roughly summed up with the idea that every pairing can be summed up with a common theme.
The second is her description of what makes a Class Active versus Passive - that Active Classes move their Aspect to benefit themselves, whereas Passive Classes allow their Aspect to be moved in order for others to benefit. In a way, they're like active and passive voice in grammar (to tie in with the way Classes and Aspects are so tied to ideas of narrative and character arc) - an Active Class performs their Aspect, and a Passive Class allows the Aspect to be performed "by others" (the famous piece of advice regarding telling the two apart being that a sentence written in passive voice can have "by zombies" tacked to the end of it - eg, John is attacked "by zombies", as compared to active voice - John attacks).
Thus, the Class pairings, along with their basic themes, are as follows:
KNIGHT - / MAID +
"One who controls."
Knights and Maids are paired together through two key factors: the first is that they both hold leadership or managerial roles; the second is that both classes carry the connotation of serving a Lord. Fittingly, they are both struggle with the control of malicious forces - Knights with prophecies indicating their role as heroes, Maids with direct usurpation by malicious forces.
PAGE - / HEIR +
"One who inherits."
Pages and Heirs are paired together because they both fundamentally deal with the great inheritances placed before them. Pages can come into incredible, limitless power - but they must struggle and work hard for it; Heirs begin the game in societal comfort and wealth, and must learn to defect from their decadence.
THIEF - / ROGUE +
"One who steals."
Thieves and Rogues are highly adaptable, as Thieves are capable of fantastic on-the-fly adaptation, whereas Rogues have an infinite toolbox at their disposal. They are both provocateurs, shakers of the status quo, though the Thief does so for personal gain, while the Rogue does so to right injustice.
MAGE - / SEER +
"One who guides."
Mages and Seers are tied together by the gift of prophecy and future sight. Seers are privy to the endless branching paths that the future may take, while Mages are gifted with the ability to outright determine a future that will certainly happen, appearing to be prophecy.
WITCH - / SYLPH +
"One who changes."
Witches and Sylphs are individuals blessed with great magic, but poor judgement. Sylphs heal and nurture, but are drawn to those with strong desires, and enable them to cause great harm; Witches, meanwhile, possess strong emotions, which they often use as moral guidance, for better or worse.
PRINCE - / BARD +
"One who destroys."
Princes and Bards are representatives of society - the one who determines its course, and the one who recounts its passing. Princes suffer from a toxic overabundance of Aspect, and are prone to spectacular meltdowns, whereas Bards are always poised for a crisis of faith. Both are responsible for catastrophic failures - but also breathless victories.
INDIVIDUAL CLASSES
KNIGHT
"One who controls [Aspect] or controls using [Aspect]."
Knights are frontline warriors, rallying points behind which the party falls into line. Although they are often leaders, just as often, they are logistical planners, strategists, or simply the team's beating heart. They are almost always thrust into positions of narrative significance, often carrying grand destinies or even outright heroic prophecies on their shoulders. The are the party's rallying force, its center, and a guiding light - the one to lead the charge, behind which the party will follow.
The primary character struggle a Knight will have is with crippling insecurity. Knights are prone to self-loathing and imposter syndrome, and will often adopt a façade in direct opposition to their aspect (ie, their fundamental personality) in order to cope with their feelings of inadequacy. Thus, their relationship with their aspect becomes love/hate - though they're naturally drawn to their aspect, and even naturally skilled at utilizing it, they have a tendency to become their own worst enemy, as their insecurities make them push their façades, and their façades distance them from their aspect.
"Controlling their Aspect" means that the Knight has easy access to their Aspect, wielding it like a tool or weapon - for good or for ill; "controlling using their Aspect" is what grants Knights their leadership abilities, able to dictate how others ought to act in accordance with the Knight's Aspect - whether their understanding of their Aspect is high or low, whether their advice is good or bad.
Therefore, at their worst, a Knight will fall prey to their insecurities, retreating into their facades, rejecting their Aspect, which will allow disharmony or misuse of it to proliferate throughout the team. They may even wind up deliberately twisting their Aspect's presence within the team so that they never have to be confronted by it; these distortions ripple outwards and eventually culminate in major catastrophes, all on account of the Knight's negligence.
But at their best, a Knight is a shining beacon and guiding light; when they come to terms with themselves, and allow themselves to be comfortable in their own skin - when they no longer allow themselves to be ruled by their insecurities and anxieties - they ensure that their aspect is harmonious wherever it appears throughout their party, and can wield it expertly as a weapon, as if it were their own flesh and blood.
MAID
"One who allows control through [Aspect] or allows [Aspect] to be controlled."
Unlike Knights, which take positions of frontline prominence, a Maid is a managerial presence in the backlines, though no less crucial for the smooth functioning of a party. Just as the invisible hands of the hired help keep a household running, the Maid will be called upon to provide vital services to keep the game stable, even if those services are more noticeable by their absence than their presence. Maids are often the party's unsung heroes or even shadow leaders, tugging at invisible strings, fingers on the pulse.
A Maid's primary character struggle will be that of escaping oppression. Maids tend to start the game in positions of subjugation or subservience, especially to malicious forces, and their abilities often end up being exploited to serve their masters' ends. Therefore, one may even have the impression that a Maid is ruled by their aspect, held prisoner and slave - at least until they're able turn the tables.
"Allowing their Aspect to be controlled" means that Maids are capable of directly dispensing their aspect unto others - a Maid of Time can dispense time unto foes, pausing them in their tracks; a Maid of Life can grant so much life that they can revive the dead. Their boons are great and direct, straightforward in a similar manner to Knights. "Allowing control through their Aspect" grants them their uncanny managerial abilities, as their aspect dictates the realm in which nothing occurs without the Maid's knowledge or permission, a realm made available to whomever the Maid's allegiance lies with.
Thus, at their worst, the Maid becomes a saboteur. Exploited by malign forces, their abilities to allow control over others through their aspect, or control of their aspect, makes them perfect vehicles by which their aspect can be hijacked or usurped, and made to turn against the party, and they often find themselves placed into these positions through no fault of their own. It takes the party banding together to shake off the forces that would keep a Maid in bondage.
However, at their best, Maids ensure that the party can never go too far off the rails. There is a place for everything, and everything will be in its place; a Maid is a supply line, a safe haven, and a promise that everything will be neat and tidy when the party returns from war. When the Maid belongs to themselves, their homestead becomes a fortress, and nothing occurs under the Maid's watchful eye without their express permission.
PAGE
"One who works to inherit [Aspect] or inherits [Aspect] for themselves."
Pages are a class defined by promise. As the name suggests, a Page begins weak, but has the great potential to develop into one of the most powerful players in the game. The exact nature of a Page's powers are vague, not because they are insignificant, but because they are so great that it's difficult to encompass them all. At the apex of their arcs, Pages are capable of miraculous feats, overpowering even Lords and Muses - if only they could reach that point and stay there.
A Page begins the game weakest of all, reflective of their long journey of growth. Where most classes only fall into deficit of their Aspect at their lowest emotional points, Pages begin their arcs in deficit - exhibiting character traits opposite to those their Aspect normally encompasses. Moreso than any other class, a Page must learn to grow into their Aspect. Weak-willed, naive, and easily hurt, Pages require careful nurturing if they're to come into their own.
"Working to inherit their Aspect" describes the endless journey of growth the Page must undertake - one with many missteps, backslides, and setbacks along the way. Still, they "inherit their aspect," meaning that their full potential, when realized, is overwhelmingly great - practically becoming their Aspect in humanoid form, capable of utilizing it to its glorious full potential.
However, their nature defeats them, and even if they can attain this state, the Page usually can't stay there for long. At their very worst, the Page's deficit of their Aspect's better qualities can turn the Page into a gravitic well of misfortune - an albatross about the party's neck, the centerpoint, if not inciting incident, of a massive disaster, as their team is sucked in by the Page's natural weakness.
But this is only true as it contrasts to a Page at their best - having grappled and won with the greatest of all weakness, a Page is poised to come into the greatest of all strength. Shown kindness, compassion, and support, a Page at full power reflects a party at their best. A Page at full strength is breathtaking to behold, an unstoppable force of nature, their Aspect made manifest.
HEIR
"One whom [Aspect] grants inheritance or inherits [Aspect] for others."
Heirs, in contrast to Pages, start the game strong. They usually belong to the upper echelons of their respective societies, a position of great wealth, leisure, and comfort, and are set to be inheritors of even greater wealth. Similarly, their Aspect comes to them as if of its own will - it is powerful, but difficult for the Heir to control, reflecting the wealth and status they've enjoyed as birthright.
An Heir's main challenge is that of examining their privilege, and learning where they wish to spread the gift they've been given. Because of their positions of sheltered comfort, Heirs are not particularly world-wise, and often harbor massive blind spots to the suffering of others and the ills of society. As such, they tend to be fairly aimless, given great power but no strong motivations, and have a tendency to simply indulge in their Aspect without contributing great help or hindrance to their team at all.
The Heir's Aspect is practically an independent entity. Being one whom "their Aspect grants them inheritance" refers to how the Heir starts powerful, able to summon their Aspect to perform great, miraculous acts. However, it is highly intuitive and difficult to control. The Heir's challenge lies not in attaining great power, but in attaining control over, and the ability to direct, their existing abilities. Once they do, they can "inherit their Aspect for others" - Heirs become a conduit through which their party can experience their Aspect, making it a usable pool of wealth for them all to draw from. However, because of their comfortable positions, many Heirs end up dallying, finding no pressing need to do so.
But this dallying hides a ticking clock. An Heir's inheritance will come to them, one way or another, and if they aren't ready to receive the great responsibilities that come with such great power, then the power will eventually consume them. An Heir with no clear direction will eventually become lost to their Aspect, entirely removing both from play. Like how wealthy inheritors simply become part of the status quo, so, too, does an Heir disappear into their Aspect, fixing it in place.
Thus, Heirs must learn where they have been blind, where they have been foolish, and what it means to be underprivileged. Then, once they turn their energies towards addressing those injustices - to taking responsibility for building a better future - when their wealth comes to them, they'll be able to distribute it where it's needed most. An Heir, fully-realized, brings their Aspect to heel, and makes it a resource available to their entire team, as if welcoming them all into the family.
THIEF
"One who steals [Aspect] or steals using [Aspect]."
Thieves are, as the name suggests, greedy - much of their arc revolves around a desire to amass wealth, though what's considered "wealth" varies based on the Thief and especially their Aspect. They tend to be callous people by nature, capable of ignoring or trampling over the feelings of others in order to take what they want, in the hopes of filling an emotional void the Thief may not even be fully aware of.
The Thief's playstyle is one of careful resource management. Reflecting a natural tendency to take "wealth" from others, Thieves are unable to use their Aspect without first "stealing" it - a subtractive act which leaves the victim bereft of the Aspect, weakening them in the process. Because of the finicky nature of these abilities, it takes great cunning to be a Thief, and the Class both demands and requires the player to be adaptable, flexible, and quick on their feet, able to effect complicated schemes and engineer the perfect situations for their powers to have the greatest effect. Thieves aren't necessarily strong, but they have a very high victory ratio, because they're experts at turning a situation to their own advantage.
"Stealing their Aspect" refers to the fundamental way in which the Thief class is played, this resource management game; "stealing using their Aspect" reflects how the Thief often becomes a malignant force within the party, viewing their own teammates as caches of wealth to plunder. Thieves are naturally prone to hurting others for their own purposes, craving drama and attention, and being of such callous dispositions that they're able to perform extreme acts of cruelty given the right motivations.
Thieves often become a target of ire within the party, disruptive forces whose quest for personal wealth and fulfillment comes at the cost of those around them. At their worst, they can bring so much heat down upon their own shoulders that the party feels the need to treat them like an enemy, which is disastrous for party harmony. Moreover, it's disastrous for the Thieves themselves, as Thieves seek wealth to compensate for some emotional emptiness, and making enemies of their friends only serves to deepen their ennui.
Thus, a Thief must be taught that true happiness and fulfillment doesn't come from the struggle for wealth, but from the building of something better with those they care about. A Thief, thus turned to heroic purposes, becomes the party's pinch hitter - an adaptable spy, an unpredictable maverick, an element of surprise - and above all, a reliable ally, capable of turning any tide in the party's favor.
ROGUE
"One who steals from [Aspect] or steals [Aspect] for others."
Rogues, on the other hand, call to mind such figures as Robin Hood, stealing from the rich to distribute to the poor. Rogues are at their best when they're agents of a well-planned heist, as they possess an unlimited toolbox - their own Aspect - to play with. Their Aspect is a treasure trove, just waiting for the Rogue to plunder it and share its riches - if only the Rogue can figure out how.
Rogues are forces of revolution. They naturally carry a rebellious spirit, one which bristles at injustice, takes a stand against authority, and questions the status quo. Their ideas are unfocused, however; they know they must rebel, but usually don't start with a clear idea of against who or what. They know that their society is injust, but they don't know how to address that injustice. They know there are villains, and may even know these villains' identity, but they don't know how best to defy them. In a similar way, they're often lost as to how to utilize their Aspect beyond its most basic applications, and usually require external assistance in order to bring out its full potential.
Rogues' true potential lies in "stealing from their Aspect" - an additive act, rather than a subtractive one, as a Thief's stealing is. Rogues are capable of removing their own Aspect's sway over another entity, allowing it to exhibit the characteristics of the opposite Aspect; a Rogue of Void can create things out of nothing, a Rogue of Heart can tease out behaviors and actions. They can also "steal their Aspect for others," allowing them access to their own Aspect's suite of abilities as well. This allows the Rogue incomparable flexibility, their abilities - like their dispositions - rebellious and subversive.
But their rebellious spirit, coupled with their lack of understanding as to who their real enemies are, is dangerous when left unchecked. Rogues often suffer from a failure to start, giving up on trying to understand the deeper implications of their abilities, and of the society they can't seem to find contentment in - but they can also suffer from a worse fate: rebellion without a cause. Rogues' free spirits can lead to them bucking the status quo in ways that actively harm others, performing acts of taboo or poor taste just because that rebellious energy needs to be put to use somewhere. These can have disastrous knock-on consequences, as some things are taboo for good reason.
Thus, Rogues need to be guided - to make connections with others, and come to a greater understanding of the world at large. Once they know their target, and what needs to be done, the Rogue makes sure there are no obstacles along the way - no safe is uncrackable, no prison inescapable, and no problem unsolvable, so long as the Rogue is there to work their magic.
MAGE
"One who guides [Aspect] or guides [Aspect] for themselves."
Mages are prophets, of the "always correct" variety - or so it seems. In actuality, Mages don't "predict" the future, they "choose" it - in a setting where the future is mutable, the Mage's ability is to speak into existence a future they desire, to tip the scales of causality and collapse possibilities into a single definite course. Their Aspect is the lens through which their "prophecy" occurs, a realm in which they command the fabric of reality itself.
As if to karmically balance this incredible power, Mages are afflicted by deep and terrible sadness. They start the game miserable, having been subjected to the greatest injustices their Aspect can offer, tormented by guilt, shame, and self-loathing. Their worldview has been shadowed with a lens of suffering and anguish, and so, too, is their view of the future. Mages usually begin the game having already set several prophecies into motion, and these early prophecies are usually obstacles that the party must overcome.
Mages "guide their Aspect" - this refers to the way their prophecies, that is, their chosen futures, always come true. Their visions may be limited to the sway of their Aspect, but it remains a powerful ability nonetheless. "Guiding their Aspect for themselves," then, outlines the Class's Active nature - the futures the Mage picks must be ones the Mage believes will come to pass.
Unfortunately, Mages have a tendency to pick ugly futures. This isn't out of malice or anger; this is because Mages start the game sad, and without intervention, grow sadder. They're prone to spirals of negativity, self-loathing, and depression, and as their outlook dims, so, too, do their forecasts. Mages suffer, but even suffering can grow familiar - can even appear comfortable or desirable, if the Mage suffers long enough. It's easy for them to grow so accustomed to misery that misery is the only outcome they can see - spelling doom for the rest of the party, one prediction at a time.
But a Mage whose party shows them kindness and forgiveness, compassion and empathy, can pull them out of their misery. How beautiful, then, the future appears! A Mage who believes in a brighter future is a force to be reckoned with. When a Mage can bring themselves to say, "and everyone lived happily ever after," you had better believe they did.
SEER
"One who who is guided by [Aspect] or guides [Aspect] for others."
Seers, meanwhile, are the true future-sighted, able to see the myriad paths the future could take. Like Mages, their Aspect serves as the lens by which their vision is colored; the Seer can sense, with fine accuracy, which paths are closest to the sway of their aspect, and which paths will take them further away. As if gifted with a guide to the game, their intuition is tied directly to the mechanics of SBURB, and they serve as the party's guides, a role indispensable in a game with so many moving parts.
Seers will struggle with blindness, first by hubris and ego, and then by self-harm. Seers begin the game quite full of themselves, proud of their prowess in their Aspect - usually arrogantly so. When this pride is inevitably shattered, Seers have a tendency to deal with their feelings of shame and guilt with willful, self-induced blindness - as if flipping a switch, they become ashamed of the pride they once placed in their Aspect, and seek to place as much distance between it and themselves as possible. There's comfort in ignorance, even if it renders the Seer useless.
Seers are "guided by their Aspect" - able to sense its presence, they gravitate toward it, and towards futures with it in abundance. And, in the same way, they "guide their Aspect for others," lighting the way for others down the path of greatest reward. Seers truly love their Aspect, no matter how much they may misplace their faith in it, and seeking it out is a great joy for them.
This is why a Seer at their worst is so tragic. By inducing intentional blindness within themselves, they are functionally deadening the strongest part of their soul. No matter the temporary relief this brings to the sharp, jagged pain of shame, it invariably deepens the Seer's suffering, as they deny themselves not only their own joy, but their ability to help others - another act which inherently delights them.
Thus, a Seer needs to be made to deal with their shattered ego head-on, to accept their own shortcomings, to become at ease with the idea that they don't have all the answers. Once their vision becomes clear, and their view becomes honest, the party nevermore has to fear becoming lost or straying from the path - the Seer will see to that.
WITCH
"One who changes [Aspect] or changes [Aspect] in others."
Witches are the winds of change, tweaking reality all around them until it suits their desires. A Witch is presence that commands both fear and respect, and their Aspect bows down before them, reduced to a mere minion in the Witch's presence, ready to attend to all their needs. In a way, the Witch's powers are straightforward - they can manipulate their Aspect as they desire, changing its qualities as they see fit. "How they see fit," then, is where the issue lies.
Witches are usually of "outsider" status, never truly being part of the society from which the rest of the party descends. Free from the same rules and common sense that govern the others on their team, Witches instead operate on a value system heavily reliant on their own emotions. What a Witch deems to be correct, to be true, or to be righteous, are often based not in any objective measure, but in subjective, emotional bias - and they're emotional creatures, indeed. Prone to fits of great anger, Witches can be benevolent one second and malicious the next, and their abilities let them imprint, to a greater degree than any other Class, their desires onto the world that comes after them.
Witches "change their Aspect," as in, the crux of their abilities lies in manipulating the qualities of their Aspect in their surroundings - extending, shortening, magnifying, shrinking, growing, removing… so on and so forth. It's a fearsome power. They also "change their Aspect for themselves" - their Aspect is hapless but to obey their desires; Witches change the world to suit themselves, and their feelings of how things "should" be often become how things "are" in short order.
Thus, a Witch who has been swayed toward evil entities and nefarious ends is a truly dangerous opponent - and it is unfortunately easy for this to happen. Witches' social isolation means they tend to trust their emotions, and a force that flatters these emotions can easily win a Witch's trust. By the same token, those that fail to flatter the Witch are often considered enemies, even if they're benevolent forces. A Witch's morality can thus become warped and topsy-turvy, which has grave consequences for the world that the Witch then shapes.
Therefore, a Witch's struggle lies in learning to see beyond their own emotions, to take in the opinions and assistance of others even when it seems superficially unpleasant, to move beyond the childlike rejection of that which is uncomfortable. Once able to see a more nuanced form of right and wrong, once able to tell evil from good, Witches can build even utopia.
SYLPH
"One who allows [Aspect] to change others or changes [Aspect] for others."
Sylphs are nurturers and healers; they bring to mind fey folk whose very footsteps cause plants to grow. Wherever they go, whatever they touch, all becomes suffused with the Sylph's Aspect, which flourishes under their careful cultivation. Sylphs adore their Aspect, and their Aspect adores them; Sylphs generally feel at peace with themselves, surrounding themselves with what they like.
A Sylph's main challenge - or rather, the main challenge that Sylphs wind up posing the rest of the party - is that Sylphs are enablers. They're attracted to those with strong wills and extreme dispositions, amused by the havoc they wreak and pleased by their attention. Sylphs love to pick out favorites and lavish them with care and attention, excusing any wrongdoing on their behalf and shielding them from consequences. At the same time, those who don't strike the Sylph's capricious fancy find themselves discarded in the Sylph's mind, shut out from the boons the Sylph can provide.
A Sylph is "one who allows their Aspect to change others" - this almost always manifests as healing, as it's an additive ability (that is to say, the Sylph can grant more of their Aspect to someone). "Changing their Aspect for others," on the other hand, explains this enabling nature of theirs - the Sylph will intervene to make the world into a playground for their favored individuals, even to the point of turning other, less "interesting" teammates into playthings for the Sylph's beloved.
Thus, while the Sylph themself isn't particularly prone to wild mood swings and acts of malice, their influence can still cause disaster by allowing unscrupulous individuals to flourish - even encouraging their worst tendencies. A Sylph's touch is subtle, but that subtlety only lends it an insidious quality, as the Sylph quietly works against the good of the many for the cruel, selfish pleasures of the few. At their very worst, the Sylph can deem themselves their only favorite, and render everyone else a minor character in their one-man show.
Thus, Sylphs must be challenged. They must be made to reckon with the fact that favorable treatment is not necessarily kindness, and that bias can easily become harm. When a Sylph is able to grasp the difference between bias and doing good, and tune their approach toward that greater good, uncolored by bias and personal preference, then there is no place safer, kinder, and more conducive to growth than the Sylph's embrace.
PRINCE
"One who destroys [Aspect] or destroys using [Aspect]."
Princes are the most anxious, psychologically anguished members of a party. They suffer from a toxic overabundance of their Aspect - its traits are taken to an extreme, and not only the Prince, but those around them, are made to suffer for it. Princes are naturally set on a path of self-destruction, the culmination of their uncontrolled accumulation of their Aspect, and their meltdowns are spectacular, taking their Aspect - and whoever is unlucky enough to be in the same room - with them.
A Prince's challenge, therefore, is as simple to understand as it is difficult to overcome. The Prince needs to learn how to calm down, relax, and find inner peace. Princes are terribly prone to circular thinking and downward spirals. Their natural inclination is to feel anxious and responsible, like they carry the weight of the world, and this causes them to act out in extreme and aggressive ways. Eventually, others pull away, put off by the Prince's intensity. This only deepens the Prince's malaise, and Princes are - pushed by this hovering sense of urgency and catastrophe - willing to employ drastic, desperate measures to enforce compliance with their wills. They wake on their moons early, reflective of their driven natures. They're determined to a frightful degree, and no sacrifice is too great, no work too dirty, if it means achieving what they see as the greater good.
Princes "destroy their Aspect" in this way - by presenting their Aspect at its worst, they make others take distance, ruining it for everyone else. Their hard wills, intense emotions, and unshakeable drive to do what (they feel) needs to be done - at any cost - is their source of power. Thus, Princes "destroy using their Aspect" - their toxic overabundance of Aspect lets them channel it into a pure, annihilatory force; what they lack in the delicate utility of the other classes, they make up for in raw, ruinous power. Princes can easily deal the greatest damage in a combat scenario, their ability to destroy overriding nearly everything that would stand against it.
Thus is the problem with Princes. They're ticking time-bombs of anxiety and frustration; when they finally go off, they carve a path of destruction, before ultimately self-destructing, leaving no trace of their Aspect behind. Not only that, but it's very difficult to defuse the bomb early; Princes have finicky, aggressive, and complicated personalities, and tend to react poorly to straightforward attempts to calm them down and reason with them. They often appear to be their own worst enemies, marching inexorably toward their own destruction.
But Princes not only can be saved, but must be saved. They must be saved because kindness and compassion must exist for their own sake, and a Prince rescued from their own worst tendencies is living proof of the truth of that sentiment. A Prince, given the peace they need to reorient their priorities, will not rest until they see a brighter future realized. They will be the first to rise, and the last man standing, banishing - as if by royal decree - all obstacles, all enemies, all misfortune, and all ills.
BARD
"One who invites destruction through [Aspect] or allows [Aspect] to be destroyed."
Bards are the wild cards of a party, responsible for both improbable victories and catastrophic defeats - sometimes both in a single session. The methods by which a Bard works are a mystery to even the Bard themselves, which make it easy for the party to dismiss their powers - and, by extension, the Bard themselves. After all, who would expect there to be consequences for something so ridiculous as a Bard?
Bards are usually targets of abject ridicule by their teams. They can't help it - they're religious types, or at least types that hold great, lofty, ridiculous beliefs near and dear to their hearts. A Bard's primary struggle invariably winds up being a crisis of faith. Bards begin the game with a positive, "correct" faith in their Aspect; however, something will inevitably occur that shakes the Bard's faith in this viewpoint to its core. In this state, Bards are incredibly fragile, and it's very easy for them to succumb to whispers of cruelty and destruction, for their beliefs to warp, and for the Bard to come to serve the worst aspects of the society they represent.
A Bard "invites destruction through their Aspect" - their powers are subtle, but have catastrophic effects. Bards are instinctively drawn towards causing the first flap of a butterfly's wing, which cascades into a grand, impossible karmic backlash. They "allow their Aspect to be destroyed" by being the conduits for the forces of their faith - whatever faith they hold - to wreak unimaginable consequences across the game.
Thus, a Bard must not be allowed to fall into darkness. The cost is too great. They must be treated with kindness, patience, and sincerity, and given a chance to re-establish their faith in a better, brighter future. If this can be done, then at the party's direst moment - in their darkest hour - they will find that kindness paid back a thousandfold, as an innocuous act by the Bard that no one remembers balloons into a miracle.
#homestuck#homestuck analysis#classpect#classpecting#classpects#homestuck classpect#this essay is 10k words long#you may be wondering why i didn't split it up into smaller essays and the answer is pretty simple#so many of these ideas are interconnected and interrelated that it's not actually useful to hear about JUST Hope or JUST Maids or JUST Heir#like even aside from the equal-and-opposite splits#(which is how some of the less thoroughly explored classes and aspects need to be understood)#there's things like how pages actually start in deficit of their aspect personality-wise#jake has few convictions and is wishy-washy - tavros lacks freedom and independence - horuss lacks simplicity and emptiness#this isn't something you would “get” if you didnt know about the way aspect is tied to personality#it's fascinating because if you compare characters that share the same class similar things keep jumping out#but yeah again i have textual evidence to support every claim so please feel free to ask#i just couldn't justify doubling or even tripling the length of the essay to include things like#'ever notice how karkat - the BONDS and FRIENDSHIP knight - has a big Leader Who Dont Need No Friendship persona#and how dave - the Details and Minutiae knight - has a disaffected coolkid who doesn't give a shit about anything persona#and how latula - the Justice and Cunning knight - has a loud dumb obnoxious gamegrl nice-to-everyone persona#which she even admits is a persona she uses to hide how smart she is out of the apparent anxiety that people won't like her otherwise#i know people will object to the heir thing because 'mituna was oppressed on beforus' but let me clarify here#heirs are set to inherit comfortable lifestyles and wealth *by the standards of their society*#john is literally the heir of crockercorp and equius is blueblood nobility#but if you really think about it those aren't necessarily happy outcomes either#john would've had to become a stuffy businessman like Dad (and an evil capitalist lol)#and equius is also Still Oppressed and would've had to become a murderer cop#but it's still a position of wealth and comfort *for their society* - mituna would've been culled (like sollux)#but that would've meant being pampered and provided for#which is a great deal by the standards of his society regardless of how good or bad (bad) it actually is in practice
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reunionatdawn · 1 month ago
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Why I think you should be able to romance Yosuke in the P4 Remake
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Canonically speaking, Yosuke is pretty much Junpei 2.0. The straight bro best friend to the MC who is obsessed with getting a girlfriend. However, there was a romance route for him that was cut from the game, probably late into development. This would have no doubt recontextualized his entire character arc.
"Comphet," short for compulsory heterosexuality, is a term used to describe the societal assumption that everyone is naturally heterosexual. This concept suggests that people may feel pressured to form heterosexual relationships due to cultural norms and societal pressures, rather than genuine attraction. My opinion is that Yosuke's original character arc was supposed to be an exploration of this idea, due to how much support there was for it in the narrative. And here’s why I think they should add this idea back in for the remake, which looks to be on the horizon.
In P4, everyone's shadow was connected to their sexuality or gender role. Chie was a tomboy who was jealous of Yukiko's femininity. Yukiko was a "Yamato Nadeshiko" who was sick of being fetishized as the ideal girl, which in Japanese culture, is often overly meek. Kanji was bullied because of his feminine hobbies and adopted a hypermasculine thuggish persona. Rise felt disillusioned with her oversexualized idol persona and the performative aspects of show business. And Naoto dealt with internalized misogyny which manifested in her adopting a male persona.
Yosuke: And what's this about checking out this world for Saki-senpai's sake? Hah! I know the real reason you came snooping... You just came because you thought it sounded like a good time! What else is there to do in this shithole? A world inside the TV—now that's exciting! You didn't have a single other reason for coming here, did you!?
Yosuke was the odd one out, as his shadow mainly involved his repressed resentment at living out in the countryside and being very lonely. His shadow also had the least humiliating baggage to expose. He had feelings for Saki. But his shadow self's "dark secret" was that he was more excited about exploring the TV world than genuinely investigating her death. Shadow Yosuke accuses Yosuke of not being as sweet on Saki as he appeared to be. However, this idea didn't really go anywhere.
When the Magician card is reversed in a Tarot reading, it can suggest manipulation. In a relationship context, it means that someone may be presenting a false image or facade in order to manipulate the perceptions of others. And that idea certainly fit Yosuke. He pretended to be carefree. But what if he was also pretending to be heterosexual? What if the "horny straight bro" was just a mask? Is there any evidence of this? Actually, I think there was.
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Shadow Yukiko: Tonight, Princess Yukiko has a big surprise—I'm gonna go score myself a hot stud! Welcome to "Not a Dream, Not a Hoax"—Princess Yukiko's hunt for her Prince Charming! And I came prepared: I've got my lacy unmentionables on, stacked from top to bottom! I'm out to catch a whole harem, and the best of the lot is gonna be all mine!
The Shadows in P4 are partly comprised of the suppressed thoughts and emotions of the actual person. There was a part of Yukiko's subconscious that felt like she needed a "Prince Charming" to save her. But the shadows who showed up on the Midnight Channel were also formed from the desires of what the general public wanted to see. Yukiko herself didn't really want to score with a harem of hot studs. It was the male students at Yasogami High who truly wanted to see that happen.
Yosuke was very nonchalant about failing the "Amagi Challenge". He took it in stride, almost as a badge of honor. And I found it very interesting how he showed absolutely NO reaction whatsoever to what Shadow Yukiko said. Nothing. If it were any other boy at school, I'm sure he would have had something to say about the most popular girl talking about how badly she wanted to lose her virginity to a bunch of hot studs. But Yosuke acted like he couldn't have cared less. He just said that the stuff she was saying sounded weird and that was it.
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Yosuke: I haven't changed addresses since before we moved to Inaba. I mean, I might get a text from someone…It's hard to call, y'know? If I called people just to tell them my number changed, they'd get annoyed. And some of them never planned to text me anyway… Oh but hey, don't look at me like I don't have any friends!
According to Saki, "Hana-chan" didn't hang out with the other guys much. But in Rank 3 of his Social Link, it seemed like he desperately wanted to have closer relationships with male friends. And that may have been the true reason he happily took on the Amagi Challenge when he was a new transfer student. He probably just wanted to fit in with the other boys.
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Yosuke: Haha…I never thought I'd be talking about serious stuff like this. Before I moved here, it was all small talk…Stupid, trivial things. I thought that was fine. It's only with you guys that I talk seriously like this. I dunno why, but I feel like I don't have to lie… Especially with you. You've already seen the worst of me and all. But well…thinking about it now, if someone had to see that, I'm glad it was you. It's a bit late now, but… Thanks for going in with me that time. Yosuke is smiling sheepishly…
By Rank 4, Yosuke acts very different around Yu than he does around the rest of the Investigation Team. He never acts this serious or sincere around anyone else. The other members of the group also open up emotionally to Yu. But Yosuke especially acts like a totally different character. He takes off his mask around Yu and only Yu. He's probably the first friend—especially a male friend—that he ever had where he could just be himself instead of adopting a false persona to fit in.
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Yosuke: I can't get my mind off certain things whenever I have a spare moment… (option 1) Yu: Certain things? Yosuke: Uh, you know…stuff. I mean, well… Argh! Let's not get into it! Why do I get the feeling this is going to turn into a depressing conversation!?
During an evening conversation that occurs around Golden Week, Yosuke hints at some unresolved baggage related to his Shadow.
(option 2) Yu: Like Saki-senpai? Yosuke: Oh, come on... Of all the things you could bring up, you pick that one? I mean, that's part of it, but... I dunno, how do I put it? Argh! Let's not get into it! I don't wanna have this conversation!
Saki was part of it, but not the only thing. And he was blushing, too. The implication was probably that he was developing feelings for someone other than her and he might have been feeling a bit guilty for that. Or at least, that was my own personal interpretation.
Yosuke: Y'know, Chie and Yukiko seem different lately. They're a lot closer. Oh yeah, I was just curious, but are you...Ehh, never mind. If we keep chatting, we're gonna be late.
But there is evidence for that interpretation. After Golden Week is over and the group is headed back to school, Yosuke attempts to ask Yu if he is interested in Chie or Yukiko. The fact that he was so hesitant about asking made it stand out a bit to me. He probably had feelings for someone within their friend group.
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Yosuke: Oh, I almost forgot. It's kinda off-subject, but as long as you're on the line, mind if I ask something? It's something I've been meaning to ask for a while. So…what do you think about Yukiko and Chie? I mean, let's not mince words: Which one's your type?
Before the stakeout for Kanji, he finally asks Yu which girl is his type.
Yosuke: Huh? Seriously? So that's the kinda girl you go for, huh...? She is a great girl, though. Plenty of fun to be around, too.
If Yu answers that he's interested in Chie, Yosuke acts a bit surprised. Not in an insulting way. He just assumed it would be Yukiko because all the guys in school were crazy about her.
Yosuke: Ohhh, I had a feeling you'd say that. She's actually pretty interesting. I never knew she was like that. My image of her has changed completely, but I like her way better now. Hey, but don't worry. This is just between you and me. Okay, see you tomorrow.
If Yu says that he is interested in Yukiko, Yosuke says he suspected as much. He doesn't say anything about her looks or anything. Interestingly, he just says that his image of her has changed, but he likes Yukiko more now after seeing her true self. Almost as if he didn’t have a very great impression of her before.
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Yosuke: That being said…Yukiko, can I have your cell number? Chie: Hey…Was this your plan all along? Yosuke: Uh, no? I got everybody's phone number except for hers. And the Y section of my address book needs some filling out.
During the stakeout, he asked Yukiko for her phone number. So, the player would probably assume that Yosuke wanted to go out with Yukiko. That is what Chie assumed, after all. But I think that was a red herring.
Chie: Hey, how do you think the others are doing? Yosuke: Beats me. For all we know, he's hitting on Yukiko as we speak. Chie: Yeaaaah, no. He's not like you. Yukiko doesn't seem to be interested in that stuff anyway. Wait—are you saying he's interested in her? Yosuke: Huh!? Uh…I…wouldn't know…We don't really talk about that kinda stuff…Hahahaha. Chie: Now I'm even more suspicious! You know something, don't you? Yosuke: I-I seriously don't know! It's not like we've been hanging out that long, haha…
But Yosuke actually seemed less interested in Yukiko herself and more interested in the possibility that Yu might be interested in her. Even if Yu tells him that he's not interested, Yosuke probably didn't believe him. So, it’s possible that he wanted to become closer friends with Yukiko so that he could know right away if she and Yu started dating.
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Shadow Kanji: I think that you three…would make wonderful boyfriends. Yosuke: S-Stop it! Y-You got it all wrong!
Kanji's arc introduces the idea of homosexuality into the story. And Yosuke got worked up over Kanji's shadow FAR more than he did with Yukiko's. When he called Yu after Kanji's Midnight Channel program aired, he was "too flustered to get his point across". And Yosuke felt the need to deny Kanji's Shadow almost as much as Kanji himself did.
Shadow Kanji: Accept me for who I am! Yosuke: Wh-Whoa! I really don't swing that way!
It gave me the impression that themes of Kanji's dungeon were just as relevant to Yosuke's character arc as they were to Kanji's. Perhaps even more so in some ways.
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Kanji: I, uh…I don't really get it myself. Girls are so loud and obnoxious, so, y'know…I really don't like dealing with 'em. Guys are a lot more laid-back. S-So, uh, I started thinking…What if I'm the type who never gets interested in girls…? And I couldn't accept that, so I kept spinning around and around in my head… Yosuke: Well, I can understand the part about feeling more relaxed around dudes.
Homosexuality is a societal taboo. It is often something that people suppress and do not accept within themselves. It is actually the perfect subject to explore for a game about the shadow self. I don't think Kanji was gay. But I do think that Yosuke was originally supposed to be. And a lot of what Shadow Kanji said hit a little too close to home for him.
Chie: Well, the night's kinda fun. We cook our own meals with mess kits and sleep in tents. Yukiko: The four of us are in the same group. Yosuke: The same group, huh…? Does that mean we sleep together at night, too!? Chie: You wish! Guys and girls sleep in different tents! I'm warning ya…If you leave your tent at night, you'll be expelled on the spot.
When Yosuke found out that they were all in the same group, he actually stood up out of his chair. You're meant to think he reacted this way because he was thinking about sharing a tent with girls. Typical straight teenage boy. But I'm sure he knew they weren't sleeping with the girls on a school trip. His reaction probably had nothing to do with the girls. He probably got worked up about sleeping in the same tent as someone he had been developing feelings for.
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Yosuke: This is as good a time as any, so…I-I want you to be honest with us. Kanji: Uh…okay? Yosuke: A-Are you really…you know…? Kanji: Am I really what…? Yosuke: What I mean is, uh…Are we gonna be safe with you? Kanji: Wha—!? Wh-Wh-What the hell's that supposed to mean? I-I already told you guys I'm not like that!
According to Jung, psychological projection is a major aspect of the shadow. When individuals project, they unconsciously attribute qualities that belong to their own shadow onto others. This allows them to avoid confronting these aspects within themselves. If they had stuck with that original idea, I don’t this scene would have been so controversial and offensive to people. By taking Yosuke's same-sex attraction out of the narrative, the game felt a lot more juvenile as a result. Yosuke's homophobia could have been used to explore his shadow self. But instead, it was just used to take cheap shots at Kanji for no reason other than comedy.
Yosuke: W-Well then why are you all hot and bothered about it!? That's just more suspicious!
The irony of this line certainly wasn't lost on me. And I don't think the writers were so lacking in self-awareness that they didn't realize how Yosuke was the one getting all hot and bothered by anything related to homosexuality after Kanji's dungeon. I think it was supposed to raise some suspicions in the player about Yosuke's sexual orientation.
Yosuke: And c'mon, you guys gotta admit I chose some good suits. Those girls might be childish on the inside, but I bet they're gonna turn into some fine-looking women before too long! Don't you think so, Yu?
If Yosuke was always intended to be written as a straight guy or even a bisexual guy, this part would come across as misogynistic and kinda creepy. Even Stupei wouldn't buy swimsuits for his female friends. But if Yosuke was actually meant to be a gay boy, this is more of a sad attempt at imitating a straight boy to appear "normal". And if that were the case, his behavior with girls is a lot more forgivable.
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Yosuke: So…? You keep the goods under the futon? (option 1) Yu: Huh? Yosuke: C'mon…No need to play dumb. Don't worry. I'll still be your friend even if you're into the freaky stuff. Yosuke looks like he's having fun.
Yosuke wasn't truly interested in Yu's dirty magazines. He was only interested to learn more about what kind of girls he was into. I know they added a scene in Golden where Teddie finds Yosuke's porn stash and he shows it to his parents. It's played straight as pure comic relief. "Haha, Yosuke never stops thinking about girls". But in his Rank 5 SL, this felt like it was meant to be a more serious topic.
(option 2) Yu: Of course. Yosuke: Hahaha! Why are you acting so dignified about it? Alright, I'll check 'em out when you go take a piss or something. I'll expose your embarrassing tastes!! Yosuke looks like he's having fun.
The "embarrassing tastes" comment was interesting.
(option 3) Yu: What, don't you? Yosuke: Haha! Like I'd hide mine in such an obvious spot! One time, my mom found it and read the title out loud to the whole family… Yosuke is reflecting on his past…
It actually sounds like Yosuke was the one with "embarrassing tastes". If his mom felt the need to shame him in front of the family like that, it leads you to wonder what he was looking at exactly. Sure, it could have been some typical straight boy stuff. But what if it was a men’s magazine or something? Depending on how traditional his family was, he could have received disapproval for that.
Yosuke: So, you ever invited a girl in here? (option 1) Yu: I haven't. Yosuke: Haha, maybe you're more of a man's man than I thought. Yosuke seems happy…
Yosuke seems happy if Yu is not planning to bring a girl over.
(option 2) Yu: I will soon. Yosuke: Seriously!? That mean you're working on someone!? Yosuke is keyed up…
And he gets keyed up if he is.
(option 3) Yu: I have. Yosuke: Seriously!? Who'd you… I'll stop there. I think it's better I don't know. Yosuke is smiling wryly…
He probably assumed it was Yukiko and he didn't wanna know any more details than that. Again, due to comphet, most people would probably assume that he was just jealous because he wanted to date her himself.
Yosuke: Because she likes him…? M-Man, kids sure are mature these days…Well, my first love was in first grade, too! I've always been ahead of my time. But, well…I don't really need that in my life right now. It's just not the time…I have something I need to do before that can happen…
But he actually didn't. His true feelings are quite different than his public persona where he's obsessed with getting a girlfriend. Especially in Golden, like with the motorcycle scene. Yosuke said he was ahead of his time. And I think he was. His character arc seemed to be about being closeted and coming to terms with it. But that was a trickier subject during the time period which the game first came out.
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Rise: And the bustline… Yosuke: Huh? Rise: Mine aren't that big. Yosuke: Oh yeah, I see what you mean now… I-I mean…What am I saying!? U-Um, I'm sorry…!
Similar to Yukiko's Shadow, Yosuke had no real interest in the sexual aspects of Rise's Shadow. The Midnight Channel zoomed in to emphasize her chest and waist area, which was due to the general public's interest in her sex appeal. Yosuke told Yu he could tell it was Rise by the hairstyle. However, in front of the others, he said he knew it was her because of her figure. It's a minor detail, but it suggests that his reaction was completely performative. He didn't even recognize her figure in person that well anyways.
Chie: Let's hurry and rescue her! Yosuke! You better not slack off, hoping she'll "bare it all" if we take our sweet time! Yosuke: I-I wouldn't pull a stunt like that! Yukiko: …… Yosuke: Wh-What's with the silent treatment!? I won't do that, I swear! Believe me, I know! We'll rescue Rise before the fog sets in!
The female members of the team assume that Yosuke would want to take as long as possible to save Rise so he could see her strip.
Shadow Rise: Eee, how embarrassing! Is this too hot for TV!? Well, if a thing is worth doing, it's worth doing all the way! I'm gonna bare it all for you! Heehee! Stay tuned! Yosuke: I-Is she serious about baring it all!? Is it me, or are these shows getting crazier and crazier!? Yosuke sounds excited. Yu: We're in no rush. Yosuke: Huh? But if we don't recue her, isn't Risette gonna...s-strip...? *gulp* Dude, we can't let her go through with that!
However, if Yu actually suggests that they take their time, Yosuke doesn't even get why. He doesn't want to see her strip and never even jokes about it, like Junpei no doubt would have.
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Snooty student: So it's Kazumi now that Saki's dead!? Don't even bother, she has a boyfriend. Didn't you get it!? Saki didn't like you! We heard so from her! She may have acted that way, but… They started to badmouth Saki-senpai… Yu: Shut up! Yosuke: Yu… Snooty student: Wha—Who are you!? You shut up! Yosuke: You're the ones who should shut up!! What do you know about Saki-senpai!? She didn't do things half-assed like you! She looked lazy, but she worked hard! She talked bad, but she was good inside! So she hated me? I knew that! She's not here anymore! I'm left behind! …Just leave me alone.
In Rank 6, Yosuke didn't become angry when he listened to the girls gossiping about Saki. He only lost his temper when they insulted Yu.
Yu: You were just upset. Yosuke: N-No, I was just… Yosuke is smiling pathetically… Yosuke: Damn…Another pathetic display from Yosuke, huh? Thanks, though. Hearing you say that stuff to them…It made me happy.
Saying "You were just upset" in Rank 7 is a flag that unlocks the option to hug Yosuke in Rank 8. And the Rank 8 hug was probably a potential romance flag, just like when Rise was crying, and the game warns you that this is an important moment and there's no going back. The fact that these flags were still left in the game suggests the romance route was taken out relatively late in development.
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Yukiko: The people at the inn keep asking me questions every day, like "What kind of guy is he?" and "Is he handsome?" *chuckle* I'm sorry I got you involved. Yosuke: …… Oh, uh, I'm going to go take a little walk. Yukiko: Huh? No, it’s not what you think!
When Yukiko is at Rank 6, this is the dungeon dialogue between them. There was definitely a love triangle going on between Yu, Yukiko, and Yosuke. Yosuke was clearly jealous.
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Kanji and Teddie were conveniently removed from the equation. But Yosuke was a King's Game option. Kanji wanted Naoto to enter the beauty pageant to prove to himself that he was into girls. And Yosuke signed up all the girls. Was he also trying to prove himself straight?
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Yu: What kind of girl do you like? Yosuke: W-well, for me, um... I guess a girl that's kind and sorta fragile, you know? Someone I'd want to protect...
Yosuke actually had a hard time with this question. He gets one on those blank scribbly symbols over his head. He was actually describing a Yamato Nadeshiko, which is the idealized woman in Japanese culture. A very safe and generic answer for someone who is "totes into girls" but has no specific type. Kanji's answer to this question was more detailed because he had a specific girl he liked in mind.
Male class rep: Okay…your turn. Who would you want to date? Yu: Yosuke. Yosuke: Okay, we get it! You're good at role-playing! Now quit it! You're creeping me out… Kanji: There are many forms of love…Didn't you tell me something like that? Yosuke: No! Not at all! Well, I admit, I'm pretty dependable…and decent lookin', right?
If Yu sits on girl side, Kanji is also an option. However, Yosuke is the one who gets hot and bothered by homosexuality. At least in public. Privately, he apparently told Kanji off-screen that he had nothing against other forms of love.
Yosuke: Your turn. What type of girls do you like? Yu: A kind girl. Yosuke: Ooh, me too! You get this urge to care for and protect them...
If Yu sits on the boy side, Yosuke is the one who will be forced to sit on the girl side. And he will single out Yu with his question, to learn what type of girl he likes. He can respond that he likes a girl like Chie, a girl like Yukiko, or a kind girl. Yosuke is very happy if Yu says he likes someone he has the urge to care for and protect.
Yu: Any of us you like, Yosuke? Yosuke: Well, you guys are all wonderful... But I think you'd be the most reliable. I-I mean—You idiot! Don't make me play along!
Yosuke would choose Yu to date because he's "reliable". It begs the question. Did he want a kind girl to care for and protect? Or did he truly want to be the kind fragile girl being cared for and protected by a reliable guy?
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Yosuke: …I found this. It's a Print Club sticker I took with Saki-senpai… When I first got here, she insisted on taking it… Back then…somewhere inside me, I thought I was above this place… A lot of people saw me as the enemy because Junes was going to ruin the shopping district. But…when I met her, she told me, "Parents are parents. You're you…" Even if she didn't really mean it…it made me happy. Because of her…I started to think maybe this town wasn't all that bad. But then… Yu: She dumped you? Yosuke: No… that didn't matter. As long as she was still alive…
Yosuke was still mourning Saki's loss in Rank 8. But his relationship with her was not particularly close. They were coworkers for less than a year and he knew she didn't even like him. However, she accepted him. That's why he latched onto her. He probably thought he liked her romantically. Maybe he even wanted to like her, since he was so lonely. But I think as he spent time with Yu, he slowly realized that he never really did. But he did have those feelings for Yu.
Yosuke: Yu…I get it now. I wanted to forget about Saki-senpai. How she's not here anymore. I wanted to forget that…I was living a boring life in the middle of nowhere. When the murders started, I got excited…I thought there was finally a point to me being in Inaba…I thought I could forget Senpai was gone…and the fact that I was such a loser…I jumped at the murders and never once thought about what I was doing… I… didn't even take the first step…
I believe Yosuke liked Saki as a person, but he wasn't in love with her or anything. She was a crutch to help him forget his loneliness. And when she died, he latched onto the excitement and mystery of TV world as a distraction. And he felt very guilty over that.
Yosuke: But I think I'm awake now… I need to get over the fact that Saki-senpai isn't coming back… That when this case ends… I'll have nowhere to run… And I won't have changed… …… …You made me realize that. It seems you were able to act as Yosuke's crutch… You feel a bond between you and Yosuke.
The reason Yosuke was crying was probably not because of his deep grief over losing Saki. It was likely because he had found a new emotional crutch. And he was a lot closer to Yu than he was to Saki and even more afraid of losing him. He was afraid of what would happen when the case was over, Yu went back home, and he was all alone again.
(option 1) Yu hugs him Yosuke: You dumbass…That's for girls…
Yukiko's character arc was about moving away from stereotypical femininity and the whole ideal of Yamato Nadeshiko. She became more independent and assertive. But I think Yosuke's character arc was probably meant to mirror hers in many ways. He wanted to be the "girl" in a relationship, but he learned to view that desire as something shameful and he was unable to acknowledge it within himself.
(option 2) Yu pats his head Yosuke: Haha... Quit treating me like a kid...
Amusingly, the kanji for nadeshiko (撫子) also literally means "child being petted".
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Yu: Be a man. Stand up straight. Yosuke: Haha… You're right. I wonder what'd be going through my mind if I was man's man like you. Yosuke is smiling weakly…
Yosuke was not a man's man like Yu. He had an obnoxious dudebro persona he adopted in a social setting, but it was not his true self.
Yosuke: This town I hated so much? Now, I love it. There's still nothing here, but I have family and friends...and you. The important things are never far off...They're all around you. Yosuke seems a bit embarrassed... Yosuke: I always wanted to be "special." I thought my life'd finally have meaning if I was "special" to someone. That's why I was really excited when I got my Persona. But I really didn't need it…It's not what you have or what you can do…Just being born, living your life…Before you know it, you're already special to someone. Yu: You're right. Yosuke: Yeah…Like you…You're special to me, you know?
Comphet can cause people to pursue romantic relationships even when they are not sexually attracted to the person. They often don't feel like someone of the same sex is even an option. I don't think Saki was truly "special" to Yosuke. But he wanted to be special to someone else so badly, and he thought that a girl was his only option. So, he latched onto the first girl to show him a tiny bit of acceptance.
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Yosuke: There's something I wanted to tell you. Somewhere deep down… I didn't trust you. No, it's more like…I was jealous of you. I thought you were like me. Coming from the city to the countryside, I thought you'd be bored out of your mind here. But as soon as you got here, you called your Persona…Became our leader, gathered people…You're a hero. I like you for that, and I'm proud of you…But I guess I was jealous at the same time. Yu: I didn't know. Yosuke: I didn't know it either…When I called you "special," I thought some more about it. I think out of everyone, I wanted to be acknowledged by you the most…
Yosuke had an unused confession where he would tell Yu that he liked him. And based on the Japanese wording, there's almost no chance it was meant in a platonic way. It's how people express romantic liking. He was jealous of how Yu was special. But I don't think it's because Yosuke wanted to be the hero, the way Junpei did. Yosuke wanted to be special to Yu. But he didn't feel like he was good enough because Yu was more objectively cool and special. He wanted to be an equal partner.
Yosuke: So… I want you to hit me! Give me a good one. Knock out all this crap inside me. I want to be equal to you. I want us to stand shoulder-to-shoulder. So c'mon… Will hitting Yosuke make you and him equal…?
In Rank 10, the game asks whether fighting will make them equal. I couldn't help but laugh. No, I didn’t think it would. It made no sense to me whatsoever.
Yosuke: Phew…The sky's so high up. Is Saki-senpai watching us…? Is she smiling at us? Senpai…I'm going to live. Without lying to myself, without deceiving myself… Days like today, days like before when I did nothing… They're all important days… They're all days you didn't live to see… I'm going to live them here.
As the culmination of his character arc, Yosuke said he would not deceive himself anymore. I was left wondering... When did that happen exactly? I could understand if this dialogue happened after Yosuke confessed his feelings for Yu and finally came out of the closet. Whether Yu reciprocated or not, it would have been an amazing conclusion to his arc and made him a much more interesting character. But sadly, it never happened.
I have no idea why they needed to have a fistfight for Yosuke's Persona to evolve. I think that when the romance confession part of the SL was taken out, the "dude brawl" scene was probably added in its place. They needed some emotionally cathartic moment, but didn’t really know what. I know this wasn’t the intention, but it almost felt like the game was telling me I had to beat the gay out of Yosuke. I didn’t like that.
The question now is: will Atlus change this Social Link in the inevitable remake? I think there’s a good chance they will. The P3 remake removed the transphobic scene. In Catherine, they added a route where Vincent embraced his bisexuality. And Yosuke’s over-the-top homophobia just wouldn’t fly nowadays without some kind of character development.
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deerspherestudios · 7 months ago
Note
Hii, sorry if there is something that is not well understood, I'm using a translator jej [My native language is Spanish]. I just wanted to say that I love everything about the game, Mychael is a character that really grabs you in a very nice way. I'm also very happy to know that I'm not the only one who likes things to go slowly, that it first starts with small feelings until it reaches a dark obsession [I really love it!] On the other hand, I hope there's no problem with me using Mychael as a little inspiration to create a character I'm working with to create a story. Attached is a little drawing I did, I love his work! ᐢᗜᐢ
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Aaa thank you so much!! The drawing is lovely, I love your character; they're so cute!!!! <3 Good luck with your story!!
In terms of yan VNs, I feel like there's more variety these days (though I haven't explored any recent yandere visual novels in a while; they keep popping up like mushrooms! /j) but I'm happy the slow burn aspect in MO is something people enjoy!
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aspenscore · 1 month ago
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Author: Aspenscore
Title: A Mania Of Joels
Creative Commons License: A Mania Of Joels © 2025 by Aspenscore is licensed under CC BY 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/by/4.0/
Size: 384x512
(Really hoping the March 15 deadline includes March 15. I'm posting this before midnight on March 14 in my timezone, but it is already March 15 for Joel.)
Process TL;DR:
I've decided a group of Joels is called a mania.
My favourite part of Joel's season has been his many characters, as well as the Hermit Baths On Hermitcraft podcast, so I decided to combine those two things in this drawing.
This piece started as a bunch of sketches at work and took me about 20 hours to draw, plus an additional 8 hours fighting tech issues (including a crash that lost me the completed drawing (luckily I took this screenshot just before)).
Despite my struggles with that + screen rec software, there'll be a timelapse video of my drawing process coming soon on my channel!
Re: the title, I've decided a group of Joels is called a "mania" (like how a group of horses, for example, is a "herd").
One of my favourite things about Joel's season are all the fun intros and characters he's created, which inspired me to create something that showcases some of the main Joels we've met so far. I also really like the Hermit Baths On Hermitcraft (Another Podcast Hosted By A Straight White Male), so I figured the bathhouse would be the perfect place for a mania of Joels! I would've loved to include all the Joels, but by my count, there are at least 26 distinct Joels in this season so far, which is far too many Joels for me to fit in one image (and several of them are hard to distinguish based on appearance alone).
Since I could only include so many, I tried to choose Joels who are either recurring characters, or relevant to other things Joel has done in his videos. With that in mind, on this episode of Hermit Baths On Hermitcraft we've got Joel Who Asks You To Subscribe, News Reporter Joel, Bad Boy Joel (the statue counts as being in the season imo), Bartender (Horse Killer? :0) Joel, Officer Joel (RIP Detective Joel, would've loved to include him but it wouldn't be lore-accurate for him to be alive), Joel Who Totally Isn't Obsessed With Etho, Frogger Joel, Podcast Host Joel, and Singer Joel.
A few details I wanted to highlight:
News Reporter Joel always has a headline scroll bar with him. He doesn't know how or why. It's just there.
Joel Who Totally Isn't Obsessed With Etho not only has the Etho shirt on, but he's also in etho cosplay (headband) and has Etho face floaties (no idea where that came from but once I'd thought it I couldn't un-think it).
I'm most proud of Frogger Joel's outfit. He's got a froggy hat, frog crop top, lilypad shorts, and frog shoes with lilypad tops.
Singer Joel's kimono was originally going to have a pattern of symbols relating to Joel's season, but then I realized those wouldn't show up very well with the lowered resolution. The planned symbols included music discs, xp bottles, axolotls, slime balls, honeycomb, frogs, horses, glow squid, and glow berries.
Podcast Host Joel's abs are drawn on. Gem said it so it's canon.
Bartender Joel's vest is the same colour and pattern as that horse head...
And now for the process! I know a lot of you probably aren't that interested in it, but I spent a lot of time on this so I'd at least like to record my efforts.
This piece actually started on paper, because I work a lot and I knew I wouldn't have time to do the whole piece if I didn't at least do some advance planning during down time at my job. However, all I had at work was some scrap paper and a pencil (I couldn't even find an eraser the day I started this!), so I needed to find some way to get the aspect ratio correct without a ruler. While there were no rulers at work, I was able to find some mini origami paper, and since that's a perfect square, I was able to use it to replicate the sizing I'd chosen. I sketched out the general background layout, used two of those lines + the edge of another piece of paper to determine the vanishing point, then re-drew the rest of the background according to the point I'd determined. These techniques worked shockingly well, and when I scanned the drawing and checked my measurements in my drawing program, they were surprisingly accurate!
With the scan uploaded, along with a page of outfit design sketches I had also done at work, I ran into my next hurdle: screen recording software. To keep a long and agonizing story short, I draw on an old tablet that has very little storage, RAM, or processing power, so OBS + my drawing program were not an option. The drawing program itself doesn't have a timelapse feature either, so I had to go find another piece of software that would meet my needs. I even tried using my tablet as a third screen for my PC, which could absolutely handle the processing and storage needs of this project, but the latency was far too high for that to be a feasible option. Trying all of these options took at least 8 hours and at one point had the side effect of permanently messing up something on my main PC monitor that causes it to reset all its settings periodically (if anyone has any idea what's going on with that, I'd love to not have to re-do my settings every couple minutes or so).
My tablet's limited storage also resulted in me almost losing a portion of my footage, but you can rest assured that I've managed to save all of it, and if it's useable I will be editing it down into a timelapse + process video to upload to my channel! The video will probably include a lot of the information here, but hopefully it'll be a bit more interesting and engaging! (I was originally going to link the video here instead of writing all these paragraphs, but the drawing took so long I haven't had time to make the video).
Finally, after spending basically all of my free time at home during the past two weeks working on this drawing, I finished it just a couple hours ago.
I hit save.
And got an error message.
Storage issue.
Since the image resolution is intended to be reduced anyway (for minecraft painting, but also just how tumblr treats images), I grabbed a screenshot of the finished piece before my tablet crashed and rebooted. It saved some of my work, but not all of it, so this is now the only complete version of the piece in existence.
At the end of the day, I'm just glad I finished it on time and am happy with the final product. If you've read this far, thank you so much for your patience with my rambling, I hope you enjoy the final piece as much as I do. And thank you to Joel for creating such fun videos and awesome builds! I look forward to the rest of your first Hermitcraft season.
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yrrtyrrtwhenihrrthrrt · 6 days ago
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I have so many feelings about Vander, he's such an interesting, flawed, sympathetic, tragic, and infuriating character. I'm obsessed with him.
He is introduced as this genuinely loving father and nurturing provider, he loves and wants more than anything to protect his kids. He is kind, he is stern, he is protective. The sheer devastation and fear in his eyes chained to a chair watching his little teenage daughter go to fight a man twice her size for his sake absolutely haunts me.
But looking back on his parenting objectively, it really was far from perfect. He parentified his oldest daughter and made her out to be responsible for the well-being of her siblings (Zaun seems to have a culture of free-range parenting, so his lack of supervision isn't a problem so much as the fact that he pressures his teenager to be the supervisor).
Furthermore, he's struck a deal with Grayson to keep enforcers out of the Lanes business in exchange for them not interfering with topside's affairs, but there is an obvious failure on Grayson's end to uphold her end of the deal. We see enforcers in the Lanes multiple times, in the Enemy mv, and also it's stated by Vi to Powder that one time enforcers chased Claggor until he got his foot stuck in a gutter, then proceeded to harass him and LEAVE HIM THERE where he wasn't found until morning. Like, Vander, the cops hassled your child and put him in a very dangerous situation, but you keep your mouth shut and do what they say? It's clear that his fear of another violent conflict has resulted in a problematic level of complacency where he allows violence to be enacted against his people but acts in fear of fighting back. Sevika was right to call him a coward.
But it's also clear that he does struggle with mental illness to some extent, which I truly truly wish was explored more because it's such an interesting aspect of who he is as a person. The way in which he lashes out at Silco is horrifying. Whether they were friends, lovers, or even just comrades at that point, it is clear that Vander did not have his mental health and his anger under control at that point in his life. And I think that's why he was so complacent. He wasn't afraid of the enforcers, he was afraid of himself. Afraid of what he would do if he let himself be involved in another conflict. Afraid of who he would hurt next, if he was so capable and willing to hurt people he cared about before. Benzo? Sevika? Vi? Powder? Mylo? Claggor? It is my genuine belief that when he said "there are worse things than enforcers out there," Benzo understood it to mean Silco or at least the other Chembarons, but Vander was fully talking about himself.
Then, in the main timeline, he is "saved" and turned into the very thing he'd spent the last several years of his life trying desperately not to be, even at the expense of his people's freedom-- a bloodthirsty, violent monster with no self control. In a way, Warwick is the person Vander used to be. The person who lashes out and hurts people he loves, but also is willing to go to any length of violence to protect them. I don't like the idea that Warwick's violence comes entirely from the animal or something external to Vander, it should be very clear that this monster is Vander.
I also think it's so interesting. When he finally becomes violent at the Cannery, and chokes Silco out again, it is only after his sons have been killed. In the AU, a lot of people criticize this idea that it depicts a "utopia" where Silco crawled back to his abuser after finding the letter, but I don't think that's what's being depicted. It's never stated or implied that he found the letter in the AU. What is stated/implied? Vander's daughter was killed. On a job that she took out of bitterness against topside. We know Silco didn't give a shit about Vi at that point, I don't see this triggering him to find the letter or come crawling back. But we saw in the main timeline, that when Vander loses his children, he's able to become the violent revolutionary he once was. Which is exactly what Silco wanted, so I reckon that's what happened. He came back to Silco, and they fought for Zaun together again.
Losing people he loves pulls violence out of Vander like nothing else.
He's just-- he contains such multitudes. He is all of these things. He is a kind, protective father and a nurturing provider. He is a flawed parent. He is a coward. He is a monster. He is a sick and violent man who is willing to hurt the people he loves. He is fiercely protective and driven to intense violence and madness when people he loves are killed.
Vander, the man that you are.
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aphroditelovesu · 8 months ago
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Can I request general headcanons for yandere Jacaerys Velaryon? ❤️
''You are my whole world.'' — Jacaerys Velaryon.
❝ 🐉 — lady l: I had this saved in my drafts for a while and only remembered after I got into it lol, it was practically finished. But anyway, I hope you like it and forgive me for any mistakes! I'm not going to lie, Jace was my favorite character in this second season.🥺
❝tw: obsessive and possessive behavior, overprotectiveness, mention of kidnapping and imprisonment, toxic relationships and perhaps a bit soft yandere.
❝🐉pairing: yandere!jacaerys velaryon x gender neutral!reader.
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Jacaerys Velaryon is a born worshiper, deeply in love and devoted to his beloved. His feelings are pure and healthy at first; he desires only good, happiness and your security. However, the losses that occurred from the beginning of the Dance of Dragons affected him deeply. Over time, Jace becomes increasingly smothering and overprotective, reaching the point where your needs no longer matter, only your safety.
Jace just wants your good, your safety and your love. He's not sure when his feelings became so strong, he just knows he has to keep you protected at all costs. You have become the center of his world and he will be damned if he lets you be taken away from him. Not that he's going to let that happen.
He is so devoted and loyal, you will always be put first, your needs will be met beforehand and anything you want, he will do. He is yours to command, just as you are his to love and protect.
Jacaerys devotion transcends the limits of ordinary love. From the beginning, his affection is genuine and deep, a burning flame that illuminates every aspect of his life. He dedicates himself entirely to his darling, placing you at the center of his universe and shaping his actions and decisions around your well-being.
Jacaerys, if given the opportunity, will keep you trapped somewhere. He knows it's not ideal, but he's willing to do anything to not lose you, including locking you up somewhere safe that only he and people he trusts can access. He will deal with all your anger as long as you are unharmed.
Over time, Jace begins to show obsessive worry. He starts to watch your every step, always present and attentive as if any distraction could result in a tragedy. His intensity is palpable, and he becomes a constant presence, like a dragon that never rests and is always alert.
At first, it may seem like an expression of his deep love, but it quickly becomes apparent that his behavior is more than simple protection. He begins to isolate you from friends and family, believing that anyone could pose a threat. He argues that the world is too dangerous and that only he can guarantee your safety.
He will isolate you from everything and everyone so that you, in the end, trust and become completely dependent on him. Jace will feel guilty about this, especially when he looks into your eyes, but he can't help it. Just the thought of losing you is too much for him to handle.
Jace continues to treat you with extreme affection. He does everything to meet your needs, anticipating your desires and trying to compensate for your loss of freedom with displays of affection and dedication. He sincerely believes he is acting out of love, even though he realizes his behavior is suffocating you.
In addition to his overwhelming overprotectiveness, Jace is extremely possessive of you. Although he tries not to show off too much, he feels jealous very often and may become more harsh and controlling when this happens. He will never hurt you but he doesn't want to and won't accept being replaced or left in the background. You belong to him and only him.
Despite his growing possessiveness, Jace maintains an unwavering loyalty. He is willing to sacrifice anything, including his own happiness, to ensure the well-being of his beloved. His devotion manifests itself in an absolute commitment, where he puts your needs and desires in the background, always prioritizing your safety.
Jacaerys Velaryon has your desires in his heart and he wants your good and your happiness, but he is willing to sacrifice them for your safety. He knows it's not right, he's not that delusional, but the fear of losing you makes him make unconventional decisions. Jace will deal with whatever comes of these actions, as long as you are safe and alive. It will all be worth it as long as he sees you breathe.
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frociaggine · 1 year ago
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TLT thought of the day is that more posts about John Gaius should engage with the fact that he's explicitly an indigenous man. Especially content about pre-Resurrection John and his backstory, intentions, politics, ambitions etc. He's a product of an environment that Tamsyn goes out of her way to describe.
This is noteworthy, because TM doesn't give much thought about race when it comes to the rest of her characters. It's not a key aspect of the present day side of her worldbuilding; see the sparing physical descriptions, her 'take it or leave it' Word of God on the matter. It's not something that she makes a priority to communicate to the reader, and clearly not a big deal for any House or BoE characters that we've seen.
This is what makes John's backstory VERY noteworthy by comparison. Or, rather, the care Tamsyn put into it.
Compare that one GtN character description post — “Judith is Pasifika and Isaac is Chinese and Magnus is Samoan and Abigail is white, but this mostly in my head and you can picture them as monitor lizards if you want” — compare that to the way she really goes out of her way in NtN to make sure that the readers know that John is Māori, and it's something that absolutely shaped his 30-something years on earth.
Like, it's spelled out multiple times, it's not something for the keen-eyed repeat reader to puzzle out. He's explicitly referred to as Māori; Tamsyn specifically namedropped Dilworth; she sketched an underprivileged background for both him and G. lot of John's obsessive attitude about his world-saving project — no compromises and acting now and nobody left behind — it echoes the concern that small island nations have repeatedly expressed towards the climate crisis, and predictably bigger rich countries don't give a shit about.
IDK where I'm getting at! But I think it's a fundamental part of his character that we sometimes overlook. We all live in a society etc, and the society John created is very very different from the one he grew up in — but it's the latter that shaped him.
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